Search found 144 matches

by doktorstick
Sun Oct 01, 2017 1:24 am
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 14278

Re: Friday Facts #210 - Circuit connector module implementation

The graphical work continues to impress.

For the LEDs, I didn't even realize there was a blue LED until I read it in the text, and even then I had to search for the two blue LEDs. The color choice is, at least for me, unfortunate.
by doktorstick
Sun May 14, 2017 12:53 am
Forum: Not a bug
Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
Replies: 5
Views: 1070

Re: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly

Less frequent means it doesn't show up as often. Less size means they're smaller and don't show up as often, apply either to a resource we've already tweaked to not be that common on normal settings means you almost never see them. Taking off your developer hat for a moment and putting on the custo...
by doktorstick
Sat May 13, 2017 7:13 pm
Forum: Not a bug
Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
Replies: 5
Views: 1070

Re: [0.15.10] Low Oil = No Oil

Edit: It seems that the size setting for the oil fields has influence on patches being created at all, or in other words there is a high chance when choosing the very small size that most of the fields will have no oil patches at all. Yeah, that's pretty much the conclusion I came to toward the end...
by doktorstick
Sat May 13, 2017 5:08 pm
Forum: Not a bug
Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
Replies: 5
Views: 1070

Re: [0.15.10] Low Oil = No Oil

There's definitely something wonky with the generator. I disabled all my mods (none should affect resource generation) and created the same settings and nothing. I then loaded the map exchange string from the previous post. No oil in the starting area nor in any starting areas when I "Restart&q...
by doktorstick
Sat May 13, 2017 4:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.10] Scroll-wheel on Advanced Settings ineffective
Replies: 2
Views: 435

[0.15.10] Scroll-wheel on Advanced Settings ineffective

I would expect the scroll wheel to increase the sliders by 1 gradient, but it's all over the map depending on the scrollbar you scroll. For instance, the Evolution scroll bars all jump between 0 and their respective maximum values. Maximum expansion distance is especially wonky. The default is 7. He...
by doktorstick
Sat May 13, 2017 3:26 pm
Forum: Not a bug
Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
Replies: 5
Views: 1070

[0.15.10] Low Resource "size" setting can reduce effective frequency significantly

I'm hoping that the algorithms guarantee resources and it's not purely pot luck. I created a world with this exchange string: >>>AAAPAAoAAwABBQcAAAAEAAAAY29hbAIDAwoAAABjb3BwZXItb3Jl AgMDCQAAAGNydWRlLW9pbAIBBQoAAABlbmVteS1iYXNlAgMDCAAAAGl yb24tb3JlAgMDBQAAAHN0b25lAgMDCwAAAHVyYW5pdW0tb3JlAgMDDk GK6oCE...
by doktorstick
Wed May 10, 2017 4:34 am
Forum: Resolved Problems and Bugs
Topic: Desync w/ vanilla multiplayer (report attached)
Replies: 1
Views: 388

Desync w/ vanilla multiplayer (report attached)

Not much more to say about it than what the subject says. This report is from the player that did not desync.
by doktorstick
Fri May 05, 2017 7:17 pm
Forum: Not a bug
Topic: [0.15.7] Windows re-centering automagically
Replies: 2
Views: 433

Re: [0.15.7] Windows re-centering automagically

Nexela wrote:If you are using picker extended disable the minimap autohide in the mod options.

In the next version this setting will have checks on player.opened and also only update as needed and not all the time.
I am! MIschief managed.
by doktorstick
Fri May 05, 2017 5:14 pm
Forum: Not a bug
Topic: [0.15.7] Windows re-centering automagically
Replies: 2
Views: 433

[0.15.7] Windows re-centering automagically

I'm posting this during my lunch break, so the details are more memory than sitting at my computer recreating the scenario... I've noticed two things related to window weirdness, possible the same thing: Modifying circuit item's logical RHS text field. Sometimes when typing in a value, it'll reset a...
by doktorstick
Fri May 05, 2017 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.7][Rseding] Cannot load fuel into trains
Replies: 20
Views: 18404

[0.15.7][Rseding] Cannot load fuel into trains

When I was drinking my morning coffee before work, I was watching my factory and I noticed previously working trains running out of fuel. The inserters are not loading--at least solid fuel--into the train engines, anymore. I know the trains were stopped properly, too, because the pumps engaged and u...
by doktorstick
Sat Apr 29, 2017 4:11 pm
Forum: Mods
Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
Replies: 17
Views: 7447

Re: [MOD 0.14] Hacked Splitters - bring balance to the belts

Good deal. This weekend (Sunday planned) I'm going to publish the updated version. The community tools I use to test belt compression have been updated, so I should be able to validate its functionality.
by doktorstick
Mon Apr 24, 2017 4:42 pm
Forum: Resolved Problems and Bugs
Topic: Failed update to 0.15.0: No such node (action)
Replies: 7
Views: 1420

Re: Failed update to 0.15.0: No such node (action)

I get this on the Mac as well, going from 0.14.23 to 0.15: $ ./factorio 0.000 2017-04-24 11:38:44; Factorio 0.14.23 (build 25374, mac, alpha) 0.000 Operating system: Mac OS X 10.12.2 0.000 Program arguments: "/Applications/factorio.app" 0.000 Read data path: /Applications/factorio.app/Cont...
by doktorstick
Fri Dec 23, 2016 2:33 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 868
Views: 322068

Re: [MOD 0.14] AAI Programmable Vehicles

I have a suggestion for the hauler unloading. Have a building similar to the Vehicle Deployer. When a hauler gets near it, you take over control and guide it into the building. At this point, it works like a large factory building meaning that inserters can pull from the building (think warehouse mo...
by doktorstick
Sun Dec 18, 2016 6:43 pm
Forum: Modding discussion
Topic: What would you consider as base components?
Replies: 0
Views: 395

What would you consider as base components?

Howdy. I've made a mod that increases the costs of end products by requiring more base components. This came about because I didn't like how Marathon changed fuel and the early ratios. I'm soliciting feedback and what should be considered as part of the base components. Originally, I went with: Thin...
by doktorstick
Thu Dec 01, 2016 12:34 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 42623

Re: [MOD 0.14.x] Additional-turret

Typos.

"Ston wall mk2"
"Ston wall mk3"
by doktorstick
Mon Nov 21, 2016 12:54 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 230439

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

That's good news, thanks!
by doktorstick
Sun Nov 20, 2016 10:04 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 230439

Re: [MOD 0.14] Orbital Ion Cannon 1.4.5

The LOS it provides is smaller than a radar, so you can't replace a radar with it without losing coverage. As I've read (and experienced) if a radar has visibility to an area, the auto-target won't work. This causes a bit of hassle, IMO, as you can no longer have a front-line with non-overlapping au...
by doktorstick
Thu Nov 03, 2016 3:34 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 287993

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Artifacts are one the few things I don't like about NE. The developers--and I agree--made a gameplay design decision to remove them from spawners. Collecting them is Not Fun(tm) as you progress later in the game. I also feel this is the case with NE, even with the artifact collector. Not to mention ...
by doktorstick
Wed Nov 02, 2016 12:38 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 207161

Re: [MOD 0.14] SmartTrains 1.1.5

Would you mind disabling these two messages? They fill the console:

Code: Select all

1120.443 Script control.lua:1244: Checking line, needs update: false
1120.445 Script control.lua:1315:
1130.297 Script control.lua:1244: Checking line, needs update: false
1130.297 Script control.lua:1315:
by doktorstick
Fri Oct 28, 2016 4:32 pm
Forum: Implemented Suggestions
Topic: Allow in-game name to be different from Factorio login name
Replies: 14
Views: 2197

Re: Allow in-game name to be different from Factorio login name

IMO, the account name should be different than the in-game name, if nothing else than for security. The mod portal would match the in-game name as well. If you are a famous (or infamous) player--or someone that pissed someone off in MP--you don't want your account the subject of a hacking attack.

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