Search found 479 matches

by Zaflis
Sat May 06, 2017 4:09 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.15] Ore and plate compress

4 seconds sounds good, needing modules in order to have just 4 assemblers. I tested just to be sure that is the ratio. When i cut any of the 4 lines down to 3, the belts start backing up. Those are max researched stack inserters. edit: Oops.. i could have just used 3 splitters instead of that 4-4 ba...
by Zaflis
Fri May 05, 2017 4:04 pm
Forum: Ideas and Suggestions
Topic: Pollution and turret spheres hide the icons
Replies: 3
Views: 1295

Pollution and turret spheres hide the icons

Simple thing, i would suggest to change drawing order of things in map so that we would better see the icons. I suggest pollution should be drawn after map, then turret spheres and then icons. Could also change the turrets sphere a little, so that it's a faded circle with transparent center. Like th...
by Zaflis
Tue May 02, 2017 11:21 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 46922

Re: [MOD 0.15] VehicleSnap

Yeah i noticed those earlier too, also i needed to use the snap variable in player loop for toggle functionality. I got everything working as far as i can tell, so 1.15.1 is released. I only tested in singleplayer and private multiplayer without others. The mod toggle key can be changed from Factori...
by Zaflis
Tue May 02, 2017 10:10 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 46922

Re: [MOD 0.15] VehicleSnap

I knew it, they need to be initialized somewhere Error while running event VehicleSnap::on_tick (ID 0) __VehicleSnap__/control.lua:46: attempt to perform arithmetic on field 'lastorientation' (a nil value) I also need to add data.lua data:extend({ { type = "custom-input", name = "Vehi...
by Zaflis
Tue May 02, 2017 9:29 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.14] Ore and plate compress

A solution could be to (dis)allow manual crafting for the recipes? I'm sure it would fix it. That can be done by going recipe.lua and adding... category = "advanced-crafting", ...to each uncompress recipes. I don't know which one is better in the end. I could live with seeing the compress...
by Zaflis
Mon May 01, 2017 1:19 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 46922

Re: [MOD 0.15] VehicleSnap

That's really nice code. You changed so much though that i don't know for sure if things still work or not. I had checks to ensure that mod works even in the case that it's added after the world was created, or if mod was updated. if pdata.player_ticks > 1 then That's first reference to player_ticks...
by Zaflis
Mon May 01, 2017 8:39 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 46922

Re: [MOD 0.14] VehicleSnap

It seems possible: https://forums.factorio.com/viewtopic.php?f=25&t=30644 Any key suggestions? It might be that to change keys one would have to open the zip file and edit a file. Shift-V is 1 option that comes to mind. Also since it's multiplayer compatible mod, i'd have to globally sync the sn...
by Zaflis
Sun Apr 30, 2017 9:13 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.14] Ore and plate compress

Even after i changed all item subgroups to "intermediate-product" i get this: refinery_w_compressed.jpg I don't know how to fix it... Seems Factorio itself calculates the material costs some way i can't influence it? Anyway on the live build the values are still "raw-material" an...
by Zaflis
Sun Apr 30, 2017 7:40 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.14] Ore and plate compress

Thanks, i guess i should remove the compressed coal usability as fuel anyway. Some other compression mods let it be used as fuel too. Oh, at the same time i might look into changing subgroup = "raw-material", to something else on Plate Compress and ore too maybe. I believe that is the reas...
by Zaflis
Thu Apr 27, 2017 4:35 pm
Forum: Modding help
Topic: [0.15] Locale not working
Replies: 2
Views: 1015

Re: [0.15] Locale not working

That worked, ty... Would look more readable though with spaces.
by Zaflis
Thu Apr 27, 2017 4:22 pm
Forum: Modding help
Topic: [0.15] Locale not working
Replies: 2
Views: 1015

[0.15] Locale not working

I don't understand why locale stopped working for item and tech name. It was fine in 0.14. Can't see what other mods do differently either even though it works in them. What i see in Factorio is Unknown key:"technology-name.orecompresstech" Unknown key:"item-name.compressed-copper-ore...
by Zaflis
Thu Apr 27, 2017 3:02 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 242820

Re: [MOD 0.14] Warehousing v0.0.11

There's unofficial update at https://mods.factorio.com/mods/kingarth ... sing%20v15

But there is 1 thing i'd recommend changing; make Logistics Warehousing tech require Logistics System. Because now you can cheat by having requester warehouses much earlier than requester chests.
by Zaflis
Tue Apr 25, 2017 10:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] FPS issues with High Resolution steam engines
Replies: 8
Views: 3250

Re: [0.15.0] FPS issues with High Resolution steam engines

Just coming to confirm that smoke is causing significant FPS decrease with only 40 steam engines. I have high resolution sprites, but after i disable smoke it's well at 60 fps. Also burning a big forest down can bring it down to 20 fps.
by Zaflis
Sun Apr 02, 2017 2:58 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.14] Ore and plate compress

What you're asking is done in https://mods.factorio.com/mods/Nexela/compressor , it has a special machine for compressing.
by Zaflis
Thu Mar 16, 2017 6:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
Replies: 49
Views: 36604

Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)

You should keep this forum thread as the mod's homepage, just because email notification on new comments and bug reports.

Was it intended that we can't use productivity modules with specialized refineries? Chemicals are a subgroup of Intermediate products https://wiki.factorio.com/Productivity_module
by Zaflis
Sat Feb 18, 2017 3:16 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

Re: [MOD 0.14] Ore and plate compress

Any chance to get Bobs and Angels support? Someone else should do that, i haven't played with those mods myself. I recently posted there: https://www.reddit.com/r/factorio/comments/5ulrqv/rise_of_item_compression_mods/ as there are couple other mods that may support those already. But what most oth...
by Zaflis
Tue Feb 14, 2017 4:22 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 17030

[MOD 0.17] Ore and plate compress

This is discussion thread for mods OreCompress and PlateCompress. Information and downloads are at:
https://mods.factorio.com/mods/Zaflis/OreCompress
https://mods.factorio.com/mods/Zaflis/PlateCompress
by Zaflis
Sat Feb 11, 2017 11:32 am
Forum: Technical Help
Topic: Why is my savefile still so large?
Replies: 5
Views: 2110

Re: Why is my savefile still so large?

What kind of entities could that be?
by Zaflis
Sat Feb 11, 2017 10:22 am
Forum: Technical Help
Topic: Why is my savefile still so large?
Replies: 5
Views: 2110

Re: Why is my savefile still so large?

That's not exploration, i was only about to start actually exploring ;) What is there to take so much data for empty tiles?
explore.jpg
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