Search found 478 matches

by Adamo
Sun Sep 29, 2019 7:50 pm
Forum: Ideas and Suggestions
Topic: HEMP DEVELOPMENT AND PROCESSING
Replies: 1
Views: 761

Re: HEMP DEVELOPMENT AND PROCESSING

Been playing for a minute. Searched for my topic and it didn't come up. A 3x3(4 or 5)Plantation square with something resembling an old colonial house on it growning the product. Factorys of a sort that process the bails. Those could burned as fuel (biomass) or pressed into oil, which could be simp...
by Adamo
Sat Sep 28, 2019 11:27 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager
Replies: 2
Views: 1693

[Dominik] [0.17.69] CTD on load saved game related to Fluidboxmanager

Hey All, I have a map crashing with the following stacktrack: Factorio crashed. Generating symbolized stacktrace, please wait ... Raw stacktrace: 0xb4bd58, 0xd180ed, 0x9f1c59, 0xa0b15f, 0xb9b119, 0xb9b21c, 0xafd7d5, 0xb9aec4, 0xb9e60b, 0xc6b1a6, 0xc6bcd2, 0xb8ae00, 0x81b836, 0x11c4705, 0x8e77ab, 0xf...
by Adamo
Sat Sep 28, 2019 1:57 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28561

Re: [MOD 0.17+] Adamo Mods

Nah, for the data stage it were mostly Reika's mods not liking what other mods did (and also having to update Concrete Poles to 0.17). I gave up because hanging in the graphics stage (IIRC) didn't provide any feedback as to what was wrong - so I'm playing it safe again, adding mods small batch by s...
by Adamo
Sat Sep 28, 2019 1:45 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28561

Re: [MOD 0.17+] Adamo Mods

Hey BlueTemplar, Could you give me more information about what you mean? Some of these 414 mods were mine, or were suggested by me at some point (i.e. through my catalogue mod)? Did you have trouble getting my mods to load along with some other mods, specifically? I know Simple Silicon is going to ...
by Adamo
Fri Sep 27, 2019 5:43 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28561

Re: [MOD 0.17+] Adamo Mods

Ahh, thanks for explaining in detail. I am meticulous about avoiding bugs. We had been using these mods in various forms for over a year before I started releasing them to the mod portal (and there are still many yet to be released!). I do use migrations in terms of moving names between changes, bu...
by Adamo
Thu Sep 26, 2019 6:24 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28561

Re: [MOD 0.17+] Adamo Mods

Very much appreciate your interest. I tried to give more complete descriptions of my mods in the mod portal entry for each mod, which you probably know how to find using the link in the original post. Regarding calibrations, I'll say a bit here since I have not done a description for that mod. In l...
by Adamo
Tue Sep 24, 2019 8:56 pm
Forum: Modding help
Topic: Copying the ingredients from another recipe
Replies: 12
Views: 2803

Re: Copying the ingredients from another recipe

As far as i know "smelting" recipes can have any number ingredients, both item and fluid. But furnaces will ignore any recipe with more than one item (vague speculation). I have heavily tested this and can confirm this is correct. The game enforces this limitation by only allowing a furna...
by Adamo
Tue Sep 24, 2019 7:17 pm
Forum: Modding help
Topic: Copying the ingredients from another recipe
Replies: 12
Views: 2803

Re: Copying the ingredients from another recipe

As far as i know "smelting" recipes can have any number ingredients, both item and fluid. But furnaces will ignore any recipe with more than one item (vague speculation). I have heavily tested this and can confirm this is correct. The game enforces this limitation by only allowing a furna...
by Adamo
Tue Sep 24, 2019 3:24 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8590

Re: Thermal power plant

Note that AFAIK steam engines/turbines also in theory support the effectivity keyword. (Thanks Bilka!) I can confirm this is true, because I use it in my physics mod. If Bilka is responsible for keeping that in, I want to send him a cake. I don't know about keeping the mechanics, but having it show...
by Adamo
Tue Sep 24, 2019 12:14 am
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8590

Re: Thermal power plant

Just out of wanting to understand you, here, why do you think that oil-fired boilers should be more efficient than solid fuel boilers? I think in terms of the gameplay choices, solid fuel is more of just a "stand in" for using fluid as fuel directly due to a number of issues related to th...
by Adamo
Mon Sep 23, 2019 10:41 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8590

Re: Thermal power plant

BlueTemplar wrote: ↑
Mon Sep 23, 2019 10:25 pm
Note that AFAIK steam engines/turbines also in theory support the effectivity keyword. (Thanks Bilka!)
I can confirm this is true, because I use it in my physics mod. If Bilka is responsible for keeping that in, I want to send him a cake.
by Adamo
Mon Sep 23, 2019 8:47 pm
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8590

Re: Thermal power plant

The thinking was adding an oil or gas powered boiler that can reach higher temperatures and better energy efficiency for fuel, thus giving a reason to move into turbines and heatpipes before nuclear. Just to be clear, there is no efficiency difference between the lower and higher temperatures. It's...
by Adamo
Mon Sep 23, 2019 6:58 am
Forum: Ideas and Suggestions
Topic: Thermal power plant
Replies: 34
Views: 8590

Re: Thermal power plant

P.S.: Also there are tons of mods that add things like this : KS_Power, Bob's, Adamo 's ... πŸ’• And yeah, I agree with BlueTemplar. It's perfectly viable already, and the mods mentioned just add more methods, but there's little fundamental difference to just burning solid fuel. So I definitely recomm...
by Adamo
Fri Sep 20, 2019 2:38 am
Forum: Modding discussion
Topic: Lua command to edit modded resource density?
Replies: 6
Views: 2819

Re: Lua command to edit modded resource density?

Edit: I was wrong.
by Adamo
Thu Sep 19, 2019 2:39 pm
Forum: Technical Help
Topic: Mods management for different savegames???
Replies: 9
Views: 7141

Re: Mods management for different savegames???

The only trick I know you can use in the game would be to setup your mod list for your new saved game the first time, then start and save the game. Then any time you load either game, you would first click the "sync mods" button for that saved game, which will sync your client's mod to th...
by Adamo
Thu Sep 19, 2019 2:19 am
Forum: Ideas and Suggestions
Topic: Moveable toolbar shortcuts
Replies: 2
Views: 1128

Re: Moveable toolbar shortcuts

Hey there. It sounds like nobody has told you yet that you can use the middle mouse button to set and unset the toolbar items while holding an item in your hand. Try that! I'm pretty sure this and other useful information is shared in the tips and tricks that pops up at the beginning of a new game.
by Adamo
Wed Sep 18, 2019 10:52 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 40650

Re: Friday Facts #310 - Glowing Heat pipes

Totally agreed. This is one of the major draws of factorio for many of us, I'm certain. Not all, of course. For example, I was sad when they took away efficiencies, but as long as it's still in the engine, I'm happy to just use my mod to reintroduce them. No game model is going to be perfect, and s...
by Adamo
Wed Sep 18, 2019 6:05 pm
Forum: Modding help
Topic: Item subgroup vs recipe subgroup
Replies: 5
Views: 1305

Re: Item subgroup vs recipe subgroup

Deadlock989 wrote: ↑
Wed Sep 18, 2019 5:59 pm
Adamo wrote: ↑
Wed Sep 18, 2019 3:39 pm
I forgot now what happens if there are multiple results with no main_product and no order/subgroup of its own.
The game refuses to load the mod.
Ahh, yes, good to know.
by Adamo
Wed Sep 18, 2019 3:39 pm
Forum: Modding help
Topic: Item subgroup vs recipe subgroup
Replies: 5
Views: 1305

Re: Item subgroup vs recipe subgroup

Sounds like you're pretty close. According to my testing, recipes will inherit orderings and groups from the associated items under certain conditions, at least. If it's just a single item or fluid result, then it acts essentially as you've described. The best thing, if there are multiple items, is...
by Adamo
Wed Sep 18, 2019 2:06 pm
Forum: Implemented Suggestions
Topic: Persistant notifications to the player when queued researches are completed
Replies: 21
Views: 5239

Re: Research complete celebrations

... Unless you had additional research in the queue - then it will just change immediately to the new one. I'm just as forgetful as the OP; I think my engineer hasn't yet fully recovered from the concussion sustained in the crash-landing. :? And it's not always clear from looking at the technology ...

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