Search found 111 matches

by Yehn
Fri Nov 22, 2019 2:41 pm
Forum: Modding interface requests
Topic: Please allow modding map gen presets without overwriting
Replies: 1
Views: 1268

Please allow modding map gen presets without overwriting

Currently, if you try to define a new set of map presets, you will receive the following error:

https://i.imgur.com/qYeMNfq.png

This means the only option left is to overwrite the defaults. While I don't know of anyone else doing mod development that affects map presets, but should someone else ...
by Yehn
Fri Nov 22, 2019 1:02 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 42490

Re: Friday Facts #322 - New Particle system

I like playing with (sometimes very large amounts of) biters, so I'm guessing this will help performance when under heavy siege, or doing heavy siege-ing, or pretty much time there's a lot of effects going off. Great to hear.
by Yehn
Fri Nov 08, 2019 4:27 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 120527

Re: Friday Facts #320 - Color correction

For my $.02, I think the new colors look 'just right' without going overboard.

But I'm also using a professional display that doesn't do weird tricks to boost its contrast rating on a store's specs page, so, IDK.
by Yehn
Wed Apr 17, 2019 8:54 pm
Forum: Modding interface requests
Topic: LuaEntityPrototype of type= mining-drill: inventory support
Replies: 1
Views: 998

LuaEntityPrototype of type= mining-drill: inventory support

On creating a modded mining drill, suppose you start with:

{
type = "mining-drill",
name = "portable-mining-drill",

And of course all the other values normally expected here. But then suppose you want to put in:

vector_to_place_result = nil

This results in a startup error, as this is ...
by Yehn
Wed Apr 17, 2019 7:57 am
Forum: Already exists
Topic: LuaEntityPrototype of type = resource: maximum_resource_amount
Replies: 1
Views: 1633

LuaEntityPrototype of type = resource: maximum_resource_amount

Currently the API supports the following values for entity prototypes of the type resource:

minimum_resource_amount :: uint [Read-only]
Minimum amount of this resource. Will be nil when used on a non-resource.

normal_resource_amount :: uint [Read-only]
The normal amount for this resource. nil ...
by Yehn
Sun Apr 14, 2019 3:29 am
Forum: Mods
Topic: [MOD 0.17.x] Easy Refineries
Replies: 13
Views: 7374

Re: [MOD 0.17.x] Easy Refineries


V17.1.0
Updated for V0.17
-----

I have no idea why people find THIS one the most important mod. I personally never use it. I used it for like one game, because oil was scary back then, but once you get used to the mechanics this is entirely unnecessary.


I don't use this mod but I was intrigued ...
by Yehn
Mon Mar 04, 2019 12:25 pm
Forum: Already exists
Topic: API request for ordinal autoplace modification
Replies: 6
Views: 3357

Re: API request for ordinal autoplace modification

So per the discord discussion, I tried modifying the order string - prepending it with "a" and then "z".

This had no effect, ie trees still blocked enemies from spawning during autoplace/chunk generation.
by Yehn
Mon Mar 04, 2019 8:16 am
Forum: Already exists
Topic: API request for ordinal autoplace modification
Replies: 6
Views: 3357

Re: API request for ordinal autoplace modification

Boodals wrote: Mon Mar 04, 2019 6:56 am I'm pretty sure this already exists: order
The lua API documentation does confirm an "order" field exists of type string, but doesn't explain at all how it works, what input it expects, etc...

Could you elaborate?

Thanks
by Yehn
Mon Mar 04, 2019 4:36 am
Forum: Already exists
Topic: API request for ordinal autoplace modification
Replies: 6
Views: 3357

API request for ordinal autoplace modification

It would be great if we could adjust autoplace "priority" so crowded placement of one item won't stop others from spawning. For example, if we want biter bases to take priority over other items in chunk generation to ensure biter placement isn't suppressed by other entities.

An alternate way to do ...
by Yehn
Thu Feb 28, 2019 2:31 pm
Forum: Not a bug
Topic: [0.17.2] preview biter bases do not match map in play
Replies: 2
Views: 1052

Re: [0.17.2] preview biter bases do not match map in play


Thanks for the report: the preview is not perfect - by design - it's just an approximation of what the game thinks will be generated.


Nonetheless, I don't think most players would expect that high tree coverage settings would suppress biter spawns. Would it be possible to have biter spawns take ...
by Yehn
Thu Feb 28, 2019 8:08 am
Forum: Not a bug
Topic: [0.17.2] preview biter bases do not match map in play
Replies: 2
Views: 1052

[0.17.2] preview biter bases do not match map in play

Although biter bases will appear when previewing a map, dense trees seems to suppress the placement of biter bases when a map is actually started/in play. Screenshots for illustration:

Preview:
Image

Map in play:
Image
by Yehn
Tue Feb 26, 2019 7:16 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 288850

Re: Version 0.17.0

Shield charge bar still looks like it's from 1995. Quick, slip in a redesign in .17.1~
by Yehn
Fri Feb 15, 2019 4:33 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 124745

Re: Friday Facts #282 - 0.17 in sight

Never ceases to amaze me that there's still tons of new features that get me excited to play factorio again and again.

On a sidenote, highres accumulators worry me the most... since their animations are already the most prone to stuttering as base size increases..

edit: Oh, an idea. Since a number ...
by Yehn
Fri Oct 26, 2018 3:21 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 342827

Re: Friday Facts #266 - Cleanup of mechanics

I'm very glad to hear about the change to assembly machines. I've always felt like I had to rush blue assemblers - despite their expensive early game cost - because greys just can't make too many basic recipes.

Now I'll be able to delay upgrading to blues a bit and focus more on automating early ...
by Yehn
Fri Sep 21, 2018 1:14 pm
Forum: News
Topic: Friday Facts #261 - Performance + New player interaction
Replies: 94
Views: 60357

Re: Friday Facts #261 - Performance + New player interaction

Good writeup as always, but... that comma style is killing me.
by Yehn
Fri Aug 03, 2018 1:22 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 126723

Re: Friday Facts #254 - No research queue for you

Just wanted to give a big thank you for all the mod portal features. They're nice in general, but notifications in particular make it no longer necessary for me to direct people to contact me elsewhere. (And I see I can get rid of old announcements now too, which is just icing on the cake).
by Yehn
Fri Jul 20, 2018 11:28 am
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 62696

Re: Friday Facts #252 - Sound design & Map editor

I definitely think a rich soundscape is worthwhile. With a good one, you can close your eyes and still 'see' what is going on.
by Yehn
Fri Jul 06, 2018 5:01 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 85311

Re: Friday Facts #250 - Dead end conclusion

Can we have a way to delete old announcement topics from our mods' discussion pages?

A lot of mine are now obsolete with the new "Discussion Notice" feature (ie, announcements telling people how to contact me about bugs, etc).
by Yehn
Sat Jun 23, 2018 6:01 am
Forum: Already exists
Topic: I would like a way to override darkness
Replies: 3
Views: 2248

Re: I would like a way to override darkness

That's already possible by modifying these properties: http://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.dusk

"darkness" is a calculation of those values and as such isn't something that can be written directly. You adjust it by setting dusk, dawn, and so on.

But you cannot change ...
by Yehn
Fri Jun 22, 2018 12:12 pm
Forum: Already exists
Topic: I would like a way to override darkness
Replies: 3
Views: 2248

I would like a way to override darkness

Since from the sound of this FFF we may be approaching the last chance to get requests like this in....

I would like a way to override LuaSurface.darkness.

Even if the value itself remains read only, I would like to be able to edit the upper and lower bounds of this value.

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