Search found 152 matches
- Fri Sep 23, 2016 4:31 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4231
Re: Need help turning a biter-spawner into an assembler
I'll give this a try on Saturday! Thanks for the detailed look.
- Fri Sep 23, 2016 4:29 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11214
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
I'm trying to understand the numbers in the debug console, because show_time_used_percent has "Mod-hacked-splitters" at a number between 15 and 19 and that looks weird if it's a percentage... It's in milliseconds. I'm releasing a version that improves performance today. Eventually you wil...
- Wed Sep 21, 2016 8:27 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4231
Re: Need help turning a biter-spawner into an assembler
Actually it seems easier to make assembler to look like spawner and create units around it with lua. Or make an extra entity under the assembler that is a spawner (I have to imagine that the spawning logic is better than what a mod can do easily) Oh, hah, yeah, that's not what I want. It isn't spaw...
- Wed Sep 21, 2016 8:25 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4231
Re: Need help turning a biter-spawner into an assembler
You can't make entity of one kind to behave like another. Spawner type doesn't support the pipe connections, if you want to make those visible, you'll have to write them in sprite definitions. If you wan them to behave like pipes, you'll have to hack new entity and place it beside the spawner. Actu...
- Wed Sep 21, 2016 5:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426116
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
I've unzip'd all of the NE mods--NEB 6.3.3, NEEx 6.3.1, and NEE 6.3.1. There isn't a locale for the small-alien-artifact . This causes the item to be displayed as "unknown key: small-alien-artifact" for the name. $ find Natural_Evolution* -type f -name "*.cfg" | xargs grep -i sma...
- Wed Sep 21, 2016 2:10 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4231
Re: Need help turning a biter-spawner into an assembler
I don't. It's not even a mod per se--i'm tinkering/exploring. I'll see about packaging a zip together, but it won't be for a long while. Busy day today.
- Wed Sep 21, 2016 12:09 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4231
Need help turning a biter-spawner into an assembler
Howdy. I need an assist. I've successfully turned a biter-spawner into an assembler. The main change I had to do was change the animations to animation and pick one of the spawner_idle_animations . However, I'm running into a problem with pipe connections. I can't seem to get fluid-boxes definition ...
- Mon Sep 19, 2016 4:22 am
- Forum: Modding discussion
- Topic: My interesting findings on LuaTransportLine.insert_at...
- Replies: 8
- Views: 4163
Re: My interesting findings on LuaTransportLine.insert_at...
Since belt's exit is 0 and entrance is 1, inserting items at >=0.5 should be more reasonable than inserting at <0.5. And my mod works well by inserting items at 0.859375 (1 - 0.28125 * 0.5). So I really want to know why it doesn't work for you. :? Ahh. An important datapoint I didn't indicate. The ...
- Mon Sep 19, 2016 1:30 am
- Forum: Modding discussion
- Topic: My interesting findings on LuaTransportLine.insert_at...
- Replies: 8
- Views: 4163
Re: My interesting findings on LuaTransportLine.insert_at...
I definitely don't grok insert_at for splitters. Create a splitter where one line is completely stopped and the other is being used by the test. Don't rely on the input belt to feed; feed as fast as insert_at will let you. Each tick, try to insert on the belt from 0 to 1 in .001 increments. local to...
- Sun Sep 18, 2016 4:04 am
- Forum: Ideas and Suggestions
- Topic: Store user-state in entities for copy/paste/blueprints
- Replies: 3
- Views: 1313
Re: Store user-state in entities for copy/paste/blueprints
Thanks for the hint about copy-paste; I got it working[1]. After hunting I found it ...? FWIW, Googling "site:lua-api.factorio.com additional_pastable_entities" returns 0 hits, and I couldn't find reference to it in the code base. Adil covered the why pretty well. For my specific use-case,...
- Sun Sep 18, 2016 3:52 am
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11214
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
Thanks! I appreciate the kind words.Philip017 wrote:i want to leave a thank you for this mod, extremely helpful, i hope it gets added to vanilla
- Fri Sep 16, 2016 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Store user-state in entities for copy/paste/blueprints
- Replies: 3
- Views: 1313
Store user-state in entities for copy/paste/blueprints
Howdy. Modders create entities that may not be classically copy-pasted (i.e., SHIFT-RMB, SHIFT-LMB doesn't work). This prevents players from copy/pasting the item's settings and tools like blueprints won't work because there isn't any state being carried along these special entities. The suggestion ...
- Tue Sep 13, 2016 12:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426116
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
I can probably adjust mine. There are two numbers that affect the cost. I'm guessing I need to tweak one. EDIT : Not much I can do here. Adjusting the Cost "Count" or "Quantity" has the same effect. The flux mod makes this very expensive... Oh snap. Thanks for looking into it.
- Tue Sep 13, 2016 12:22 pm
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 33852
Re: [MOD 0.14] Flux's Expensive Technology
Yeah, I understand; it would be a maintenance nightmare. It's the the flask stack size that drives the algorithm crazy; the multiplier itself was not unreasonable (at x525 and x600). For reference, a laser upgrade I'm working on is x3600 at 1 alien flask stack size. FWIW, the mod author looked but d...
- Mon Sep 12, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209540
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
BTW, as expected, SHIFT-upgrading works with modded items since robots do the deconstruction/construction for reals.
- Mon Sep 12, 2016 11:27 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315702
Re: [MOD 0.13.17] Rampant - 0.0.8
Did you actually seen them disappear when you've approached? The fog of war is peculiar thing that can lead to appearance of overly large red blobs when coverage area is moved with player. Yes, each mob, row-by-vertical-row (columns, heh) popped out of existence when I approached. As you say, it wa...
- Mon Sep 12, 2016 3:20 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 33852
Re: [MOD 0.14] Flux's Expensive Technology
There may be an unintended consequence you probably want to factor in your increased cost calculations. Some mod authors choose to make research deviate from "low-number-stack-size * large-repeat-count" and instead make an item have a large stack size. In this specific example, Natural Ene...
- Mon Sep 12, 2016 3:12 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426116
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
Terra Mk 3 is 60000 flasks whereas Alien Understanding 3 is 1050 flasks. I think because of the stack-size on purple flasks, the cost is exploded. I'll let the Flux author know, too. He may want to do something different in this situation.
See this post.
See this post.
- Sun Sep 11, 2016 10:35 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315702
Re: [MOD 0.13.17] Rampant - 0.0.8
I can't say if Rampant is causing this or not, but it feels like it is. I'm using Rampant + NE. After large death areas happen, enemies will congregate at various places and hang out. If I run up to them, they will despawn a row at a time. I had an area with hundreds of enemies (if not a thousand+) ...
- Sun Sep 11, 2016 9:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426116
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien! - 6.3.1
There's probably a bug with your Terraformer Mk 2 recipe. It's 50 purple flasks x 525... or 26250 purple flasks. Note that while I'm using Flux Extended mod, this is an upgrade mid-game and while Flux does increase the science costs, it doesn't do it by that much!