Search found 94 matches
- Tue Jul 10, 2018 2:17 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
I previously used a 1kspm calculation to determine that the ideal ratio is 50 furnaces to 30 (assemblers + chem plants) to 1 refinery. I could make the big refineries half as powerful, for example, to give it a more reasonable ideal ratio of 50:30:2. Currently I'm using a ratio of 50 furnaces to 60 ...
- Tue Jul 10, 2018 12:37 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Thanks for the youtube video, it was really fun to see what you've done with your base. I love it! I haven't decided if I want to add a huge refinery or enable the assembler to do it. I'd have to add a 5th pipe (currently it only has 2 inputs and 2 outputs, which isn't enough). I'd probably disable ...
- Mon Jul 09, 2018 9:12 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
I downloaded your mod around 4 hours ago, and boy is it fun! My world consists of Vanilla+ mods with the addition of your mod and I've made a rule for myself to only use belt and not to make any assembling machines. I'm glad you like it! I would love to see pictures. Do you mean you're using belts ...
- Sat Jul 07, 2018 9:31 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Hi. I was wondering whether RSO affected the distribution of the big furnaces and factories. Hi seludovici, No, not really. My mod does check if there are ores/cliffs/water in the way and may avoid spawning (since I don't like them spawning over ores making it a situation where you either need to i...
- Fri Jul 06, 2018 2:06 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Love the idea of this mod, but I can not get the furnace to accept items. I have 8 belts of ore going into the left side but it is not letting the furnace take them into it. I can put ore into the inventory and it will work, but does not import or export the items out of it. Yes it has power lol. H...
- Fri Jul 06, 2018 4:37 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Unless an item is specifically not supposed to exist in expensive mode (which is not usually the case), While I haven't tested it myself, that isn't the behavior mentioned in the wiki , they give an example of only specifying the expensive recipe and setting the normal recipe to false, and said the...
- Thu Jul 05, 2018 11:43 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Hm, wait. I thought the whole point was to encourage trains by having them spread randomly. If they can be built anywhere...? Not my problem though :D. One of the advantages to my mod that I didn't think about when I first built it, is for CPU conscious megabases. Once your base becomes large enoug...
- Thu Jul 05, 2018 11:07 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
@sOvr9000 and @Kryzeth I found out that copper cables still had an incorrect ratio of inputs to outputs. The input/output ratio for the "big" recipe was 100 cables for 100 copper plates instead of 100 cables for 50 copper plates. Thank you for reporting this. This related to reverse factor...
- Wed Jul 04, 2018 10:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Hi Teleclast, Thank you for your comment, but unfortunately, as you said, it isn't that simple and I don't think it can be fixed at this time. There are a few things to unpack in response to your comment: The "hidden" option that deadlock uses would hide the recipes in the character crafti...
- Tue Jul 03, 2018 9:52 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Hi Hyratel, Thank you for your report. AAI had some recipes formatted in a way I wasn't accounting for, so I was able to fix the issue. Please upgrade to 0.0.6 to receive the fix. Also, it is unfortunate that I broke the game into a state you couldn't play it, but since you were never able to load y...
- Mon Jul 02, 2018 5:27 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
Hi Toll,
Yes, apparently the recipes are capped by stack size. I modified the factor that is applied to each recipe to make sure the stack size is never exceeded. Please update to 0.0.5 to get that fix. Thanks for the report!
Yes, apparently the recipes are capped by stack size. I modified the factor that is applied to each recipe to make sure the stack size is never exceeded. Please update to 0.0.5 to get that fix. Thanks for the report!
- Fri Jun 29, 2018 2:42 pm
- Forum: Implemented mod requests
- Topic: Hiding recipes from the main character screen
- Replies: 10
- Views: 3924
Re: Hiding recipes from the main character screen
Hi Rseding91,
Please see the attached mod for testing. I've added a property "hidden_from_char_screen = true" to
Please see the attached mod for testing. I've added a property "hidden_from_char_screen = true" to
- A recipe (electric-engine-unit)
- An item group (combat)
- A recipe category (advanced-crafting)
- Fri Jun 29, 2018 3:57 am
- Forum: Mod portal Discussion
- Topic: Info.json not found. (code: 500)
- Replies: 6
- Views: 2104
Re: Info.json not found. (code: 500)
Thanks quyxkh.
In case anyone stumbles upon this, my workaround was to just call 7z.exe in my deploy script instead of trying to use powershell's compress-archive. The options on compress-archive are pretty limited, so didn't really appear like that tool has the flexibility to fix this issue.
In case anyone stumbles upon this, my workaround was to just call 7z.exe in my deploy script instead of trying to use powershell's compress-archive. The options on compress-archive are pretty limited, so didn't really appear like that tool has the flexibility to fix this issue.
- Fri Jun 29, 2018 2:13 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
Re: [MOD 0.16.x] Whistle Stop Factories
That is odd, I've tested it in 16.51 and don't have that issue and haven't been able to replicate it. One thing is that it avoids spawning on ore or water, so if you have settings for a lot of little ore patches, it might prevent some spawning. I have an adjustment witten for the next version just t...
- Fri Jun 29, 2018 2:04 am
- Forum: Implemented mod requests
- Topic: Hiding recipes from the main character screen
- Replies: 10
- Views: 3924
Hiding recipes from the main character screen
Hi, I created Whistle Stop Factories that feature machines that have a 100 crafting speed, but can be increased to 1000+ speed using beacons, which runs into a problem: Machines can't complete more than 1 recipe per tick, so regardless of the speed has a max output of 60 items/second. So, to get aro...
- Wed Jun 27, 2018 2:56 pm
- Forum: Mod portal Discussion
- Topic: Info.json not found. (code: 500)
- Replies: 6
- Views: 2104
Re: Info.json not found. (code: 500)
Sort of, but not really. It just appears to me that my zip uses windows style pathname separators while yours uses linux style path separators, so all that really tells me is that the one I created is retaining something about the system that created it. You should also note that factorio loads the ...
- Wed Jun 27, 2018 3:58 am
- Forum: Mod portal Discussion
- Topic: Info.json not found. (code: 500)
- Replies: 6
- Views: 2104
Re: Info.json not found. (code: 500)
I was thinking it might be some sort of corruption or different formatting that breaks the website. Clearly there must be something different about the zip that worked and the zip that doesn't that otherwise appear to hold the same content. What are you using to view it in? Both in windows explorer ...
- Wed Jun 27, 2018 2:54 am
- Forum: Mod portal Discussion
- Topic: Info.json not found. (code: 500)
- Replies: 6
- Views: 2104
Info.json not found. (code: 500)
For some reason when I try to upload the zip version made by a powershell script (using Compress-Archive), I get this info.json not found. If I then manually zip the files using 7zip, it works fine. Just trying to use Compress-Archive -Force -CompressionLevel Fastest -Path $ReleaseName -DestinationP...
- Mon Jun 25, 2018 9:09 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 39375
[MOD 0.16.x] Whistle Stop Factories
Mod Portal: Whistle Stop Factories Github: WhistleStop Type: Manufacturing Initial Release: 2018.06.25 Latest Release: 2018.07.20 Version: 0.1.0 Whistle Stop Factories This mod creates big assembly machines and big furnaces that spawn randomly around the map and provide huge processing throughput wi...
- Tue Jun 19, 2018 10:25 pm
- Forum: Modding help
- Topic: Hide recipes, but available to machines, 1 recipe/tick limit
- Replies: 0
- Views: 457
Hide recipes, but available to machines, 1 recipe/tick limit
Hi All, I'm trying to figure out how to hide recipes in the character window, but still have them show up for the machines that use them. This is my way to try to get around the 1 recipe/tick limit that machines can't go faster than, so maybe there are some lateral solutions available. Let me first ...