Search found 530 matches

by Zaflis
Tue May 16, 2017 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Randomly multiline itemname in tooltips
Replies: 1
Views: 963

[0.15.11] Randomly multiline itemname in tooltips

I don't see consistency in why some items names show in 2 lines and some just 1. I went through the Factorio localization file and i don't see any special characters in place of spaces either.

"Copper cable" is not the longest name there is, and it divides to 2 lines. Its tooltip is well wide ...
by Zaflis
Fri May 12, 2017 1:26 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

These are current ratios:
Compressed coal burning loss is 20% (from 160MJ down to 128).
Compressed ores smelting loss is 20% with 4x speed.
Compressed steel smelting loss 12.5% with 2x speed.

In any case these are easy to change in recipe.lua files. To bring steel smelting 1:1 in line with vanilla ...
by Zaflis
Fri May 12, 2017 12:42 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

I would download this in a heartbeat if you did to ore what you do to coal. Make it smeltable as a compressed block but with some loss.
For example having a compressed (20 ore) block go in to a furnace, take maybe 4x as long as a normal smelt, and outputting maybe 15 plates. Same for iron to steel ...
by Zaflis
Thu May 11, 2017 6:57 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

I'm sorry too, hadn't taken it into account ;) Now in 0.15.5 for PlateCompress it is. Should see it cost 4 compressed iron for 82 seconds it was i think. I matched how expensive recipe was done in main Factorio and it's normal to double the smelting time aswell as cost. Seemed that iron and copper ...
by Zaflis
Thu May 11, 2017 1:07 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

You need 2 compressed iron plates to smelt it, if it wasn't working you would get error message simply trying to put it in smelting slot. And yes those versions are right. It makes 7 steel out of it, so overall you lose 1/8th iron but it's twice faster than regular steel smelting process.
by Zaflis
Wed May 10, 2017 9:08 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

It's part of the plate compress mod, do you have it for sure? Yes you should be able to smelt compressed iron.
by Zaflis
Tue May 09, 2017 2:42 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

Or if we want steel to be made faster with loss, i can make it smelt 2 compressed iron for 7 steel plates (loss 1 steel plate or 12.5%). Time would be half the original so 35 sec. I think i'll go with this. I got migration file working too so release is soon.

And they are uploaded.
by Zaflis
Tue May 09, 2017 1:18 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

Re: [MOD 0.15] Ore and plate compress

I like the idea. I'm making smelting recipes at the moment and considering the balance. Steel smelts in 17.5 seconds, so 4x that would become 70 seconds which is a small eternity :) Iron, copper, stone base cost is 3.5 sec. 20% loss on base resources is a very heavy price, and for that i don't want ...
by Zaflis
Mon May 08, 2017 9:18 am
Forum: Not a bug
Topic: "Smart" underground placement broke some setups
Replies: 1
Views: 944

"Smart" underground placement broke some setups

This cannot be built anymore with both being same (red in this case) underground belts.
belt_swapper.jpg

Or this https://wiki.factorio.com/File:Split%26swap2.PNG

Before 0.15 it was possible, when the placement was seeking to pair with the first clicked belt. Now it is trying to match with ...
by Zaflis
Sun May 07, 2017 3:31 pm
Forum: Balancing
Topic: Tank rebalancing
Replies: 6
Views: 3973

Re: Tank rebalancing

Notice that both bullet and cannon shells damage has infinite research. Each level of cannon shell upgrades increase damage 100%, might diminish in later levels but i'm not sure. You could destroy large swarms of behemoths with just tank machine gun later on. The cannon shell will 1-shot small areas ...
by Zaflis
Sat May 06, 2017 10:16 am
Forum: Balancing
Topic: Tank rebalancing
Replies: 6
Views: 3973

Re: Tank rebalancing

If you have a MK2 armor in a tank, you don't need to waste module space on shields or exoskeletons because the tank itself is your protection. Instead you can fit in more of the personal laser turrets which are now very powerful. Add a swarm of destroyer bot and construction bots to repair the tank ...
by Zaflis
Sat May 06, 2017 4:09 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

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 ...
by Zaflis
Fri May 05, 2017 4:04 pm
Forum: Ideas and Suggestions
Topic: Pollution and turret spheres hide the icons
Replies: 3
Views: 1610

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 ...
by Zaflis
Tue May 02, 2017 11:21 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 83
Views: 59918

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 ...
by Zaflis
Tue May 02, 2017 10:10 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 83
Views: 59918

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 = "VehicleSnap ...
by Zaflis
Tue May 02, 2017 9:29 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

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 compressed ...
by Zaflis
Mon May 01, 2017 1:19 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 83
Views: 59918

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 ...
by Zaflis
Mon May 01, 2017 8:39 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 83
Views: 59918

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 ...
by Zaflis
Sun Apr 30, 2017 9:13 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 20985

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" and it would serve ...

Go to advanced search