Search found 125 matches
- Tue Jun 20, 2017 9:54 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Greetings there is another bug in line 148 in control.lua. The variable b cannot be used there cause it is defined local in the if block above. I stumbled across it after I added buildings to the ignore list. Maybe you also want to extend it with the following buildings: "solaire-power", ...
- Tue Jun 20, 2017 9:49 am
- Forum: Mods
- Topic: [MOD 0.15]10x Harder
- Replies: 11
- Views: 4687
[MOD 0.15]10x Harder
DESCRIPTION: Makes the game 10x Harder and more. Download-Url: https://mods.factorio.com/mods/withers/10xHarder Just dropping this in here in case anyone wants to talk about it. It's basically another "marathon". Long description This mod makes it take 10x more ingredients to expand the ba...
- Tue Jun 20, 2017 4:38 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
I have the scenario ready, I have the aging on 2 minutes all settings. Looks like it happens when trying to replace for the "old" entity. { "mods": [ { "name": "base", "enabled": true }, { "name": "aai-industry", "enabled&qu...
- Sun Jun 18, 2017 10:30 am
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8347
- Sat Jun 17, 2017 10:52 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Fixed removed item age tracking which was broken by Factorio .15 release. Unfortunately I had force the stack size of all "age-able" items to 1 to fix this.. You caused item explosions. LOTS of item explosions. Made an option for tracking age of items and forcing the stack size to 1. I'll...
- Sat Jun 17, 2017 10:51 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Maybe I'll add in-game config settings if I have time. Need to learn how to set that up. If someone wants to take custody of this mod, I'd be fine that. :) I already mentioned that I would take this mod to make shure it keeps working. But as long as you continue pushing updates despite saying that ...
- Fri Jun 16, 2017 3:24 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Well it looks like the devs have gone and borked up this mod good. Been playing a bit. I notice the system I had in place to track the age of entities when you remove / replace them around your base is no longer working. I had it set up so whenever you remove an entity, it gets assigned an index num...
- Sat Jun 10, 2017 9:15 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Sorry i can't find a forum post about 10x Harder. I found a potential conflict with your 10x Harder mod with AAI Industries. Machinery doesn't seem to apply on entities affected by motors; in fact it when both are installed it seems to be random which items get what. I tested with creative mode and...
- Sat Jun 10, 2017 9:12 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
So from what I understand the mod is supposed to: 1. Make a space to store the recipe info, 2. Store Recipe info, 3. Re-write info to machine. Instead it tried to write the info first, but had no-where to put it, then create a blank space for the info to go. Finally called the blank info to write i...
- Sat Jun 10, 2017 8:14 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Hi withers, are you still working on the mod? If not I would like to take the mod over and keep it up to date. Hi Maglay. I'm okay with you taking over this mod if you want. Haven't played factorio for awhile and it would probably be a while before I had the time to update anything. Cheers.
- Mon Apr 03, 2017 6:57 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
This mod has certainly come a long way. Since you've added restoration fluid, I'm wondering if you'd look into a more simplified option of restoration. Where with a config option, you can change the recipes to instead of giving back half of the intermediates, it would instead give you a new machine...
- Fri Mar 31, 2017 5:48 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Interesting concept. But - http://image.prntscr.com/image/2fc89ff120424fe88182d3260238d3c9.png Only thing I can think of is you removed an item before the game had a chance to register aging on the item after changing the settings or installing the mod on an old save. I just uploaded a patch. Try i...
- Sat Mar 18, 2017 9:23 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (now with full automation)
Now it doesn't cause damage either.
No ill effects from moving stuff around whatsoever. It just saves the age information on the item.
No ill effects from moving stuff around whatsoever. It just saves the age information on the item.
- Wed Mar 15, 2017 1:30 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (now with full automation)
could you add to the config to turn off pick up ageing the equipment. I specifically like to build super compact designs and it requires a lot of picking up and putting down. I think I just need to delete the lines below... " if change_mining_r == true then data.raw[type][entity_name].minable....
- Sun Mar 05, 2017 8:21 am
- Forum: Modding help
- Topic: on_tick in multiplayer
- Replies: 3
- Views: 1120
Re: on_tick in multiplayer
Okay thanks for that helpful information but my specific question involves doing something to a custom global table. (not any particular player) I am doing things with this table every 6 seconds. The table keeps track of the age of every entity in the game of a specific type among other things. I'd ...
- Sun Mar 05, 2017 5:44 am
- Forum: Modding help
- Topic: on_tick in multiplayer
- Replies: 3
- Views: 1120
on_tick in multiplayer
How does this work? As an example I have a script running at regular intervals. If it's a multiplayer game with 4 players, would that mean this script runs 4 times every interval? Or just once?
- Sun Mar 05, 2017 12:49 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (now with full automation)
I had an idea for how to run logistic robot failure. On a set interval (maybe a randomised interval): Get the number of active logistic robots. Calculate the chance or number of logictic robot failures based on number active. Scan roboports and run the 'robot failure actions' on inactive robots. If...
- Sat Mar 04, 2017 5:51 am
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 65866
Re: [MOD 0.14.x] Wear and Tear (now with full automation)
Update: Version 1.0.7 - Optimized code for significant performance improvement, especially on large factories. - Extended wear and tear mechanics to solar panels and steam engines. - You can now configure which machines age in the config file. - There's now a chance that Dilapidated machines left ru...
- Fri Mar 03, 2017 7:09 pm
- Forum: Won't implement
- Topic: More entity power-related readable properties.
- Replies: 2
- Views: 1205
Re: More entity power-related readable properties.
What about just power production on the steam engines?
- Fri Mar 03, 2017 8:12 am
- Forum: Won't implement
- Topic: More entity power-related readable properties.
- Replies: 2
- Views: 1205
More entity power-related readable properties.
Currently entity.power_production and entity.power_usage only work on accumulators. Would be nice to have his expanded to work on all entities that use/produce power, especially solar panels and steam engines.