Search found 111 matches

by Yehn
Fri Jun 15, 2018 11:09 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 53723

Re: Friday Facts #247 - Pricing and its exploits

Satisfactiory overshadowing Factorio? Gimme a break :) Early and mid-game Factorio - possible, but end-game and megabase level gameplay - not a chance :) I agree. I'll doubtless play both, unless Satisfactory has crippling issues. Which with small dev titles, it is a very real possibility (I would ...
by Yehn
Fri May 18, 2018 11:08 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 50490

Re: Friday Facts #243 - New GUI tileset

New GUI looks very slick.
by Yehn
Fri Mar 30, 2018 1:53 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 37528

Re: Friday Facts #236 - Building a rollup

My god, it's full of belts.
by Yehn
Fri Mar 09, 2018 6:50 pm
Forum: News
Topic: Friday Facts #233 - Wiki admin
Replies: 23
Views: 12642

Re: Friday Facts #233 - Wiki admin

Bilka is also great at helping people out on the Factorio discord. Many props to him.
by Yehn
Fri Feb 16, 2018 5:24 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 40201

Re: Friday Facts #230 - Engine modernisation

It's always nice to see that not only do we get new features, but the underlying code/foundation to the game is being looked after as well. I want Factorio to have a very long lifetime.
by Yehn
Mon Feb 12, 2018 2:55 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 113496

Re: [MOD 0.14] Alien Biomes

Hi, Made a topic on the mod discussion page but just to give a quick tl;dr here. My computer can't really seem to handle the current incarnation of Alien Biomes. Would it be possible for a pared down version of this mod to be made focusing on the more distinct biomes? Akin to the older versions. Tha...
by Yehn
Fri Feb 02, 2018 7:43 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 70813

Re: Friday Facts #228 - High resolution turrets

Suggestion for the laser turrets: Randomize exactly where it connects with the biters ever so slightly. Or maybe have it vary slightly based on direction...
by Yehn
Wed Jan 24, 2018 3:29 pm
Forum: Modding interface requests
Topic: LuaSurface.darkness -> RW
Replies: 3
Views: 854

Re: LuaSurface.darkness -> RW

Darkness is a calculated value based off the current daytime and the daytime length values. No matter what I set them too -- even with dusk at 0.01, evening at 0.02, morning at 0.94, dawn at 0.95, with a day 750,000 ticks long -- I can't seem to get darkness to go above 85% ish (technically it's li...
by Yehn
Wed Jan 24, 2018 10:22 am
Forum: Modding interface requests
Topic: LuaSurface.darkness -> RW
Replies: 3
Views: 854

Re: LuaSurface.darkness -> RW

Or, since there's already a few variables to customize the day-night cycle... maybe add one to change the "maximum darkness" to be above 86%?
by Yehn
Wed Jan 24, 2018 10:06 am
Forum: Modding interface requests
Topic: LuaSurface.darkness -> RW
Replies: 3
Views: 854

LuaSurface.darkness -> RW

It would be neat if we could write to LuaSurface.darkness. Mostly for when we want things to be reeeeeally dark...
by Yehn
Wed Jan 24, 2018 4:48 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
Replies: 5
Views: 2781

Re: [Rseding91] [0.16.16] can_insert returns true when should be false

Rseding91 wrote:Ah I see. It's now fixed for the next version of 0.16.
Awesome, thanks!
by Yehn
Tue Jan 23, 2018 7:02 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
Replies: 5
Views: 2781

Re: [0.16.16] can_insert returns true when should be false

https://youtu.be/4DI40jhLKgI

Here's a video showing the issue, default vanilla map with no mods loaded and so forth.
by Yehn
Tue Jan 23, 2018 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
Replies: 5
Views: 2781

Re: [0.16.16] can_insert returns true when should be false

Please post some example save file where it fails to work correctly. can_insert returns true if *any part* of the given stack can be put into the inventory. It doesn't care if only 1 of the 15,000,000 iron plates you're asking about can fit it will still return true - which is why it returns the co...
by Yehn
Mon Jan 22, 2018 8:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.16] can_insert returns true when should be false
Replies: 5
Views: 2781

[Rseding91] [0.16.16] can_insert returns true when should be false

Using code as follows: local gridinventory = armor.grid.take_all() for gear, cnt in pairs(gridinventory) do if player.can_insert({name=gear, count=cnt}) then player.insert({name=gear, count=cnt}) else --player.print("WARNING: Inventory full.") player.surface.spill_item_stack(player.positio...
by Yehn
Mon Jan 22, 2018 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.16] Low graphics settings and equipment grids
Replies: 1
Views: 2473

[Rseding91] [0.16.16] Low graphics settings and equipment grids

Low graphics settings makes equipment grids very difficult to use, especially on high resolution displays. https://i.imgur.com/eWY9Kdk.png To reproduce: 1. Set sprite resolution to 'very low' and restart the game. 2. spawn yourself any power armor (and optionally, some grid equipment to place in it)...
by Yehn
Mon Jan 22, 2018 5:03 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 35753

Re: Friday Facts #226 - New mod portal & other news

So when do we get mod portal notifications..?
by Yehn
Wed Jan 17, 2018 7:18 pm
Forum: Resolved Problems and Bugs
Topic: [Mod Portal] Error on Upload Image
Replies: 2
Views: 1049

[Mod Portal] Error on Upload Image

Image

I was trying to upload the attached file to Toxic Forest's image gallery. Retrying several times produced the same result.
by Yehn
Sat Jan 13, 2018 10:21 pm
Forum: Mods
Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
Replies: 38
Views: 15758

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Would it be possible to have the multiplier as a setting in settings.lua? (So we can change it more easily).

Thanks
by Yehn
Fri Jan 12, 2018 6:57 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 312966

Re: Friday Facts #225 - Bots versus belts (part 2)

Love the splitter buff. A very minor "interaction time" penalty on bots dropping items in chests might help? Instead of infinite bots interacting simultaneously, limit it by game update tick or something. So it doesn't have to be a drastic reduction, just moving bots back down closer to ma...
by Yehn
Thu Jan 11, 2018 9:51 pm
Forum: Implemented mod requests
Topic: event for on_crafting_started/pre_item_consumed
Replies: 0
Views: 418

event for on_crafting_started/pre_item_consumed

Hi, I would like to request an event that fires when crafting is started or an item is about to be consumed. I'm trying to make a mod with upgradeable power armor, where the previous tier of armor is consumed as part of the recipe for the next tier. However, when power armor is used in a recipe, the...

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