Search found 152 matches

by doktorstick
Fri Dec 23, 2016 2:33 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532361

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: 710

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: 63263

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: 320765

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: 320765

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 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426777

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: 299830

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: 4116

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.
by doktorstick
Tue Oct 25, 2016 7:29 pm
Forum: Implemented Suggestions
Topic: Allow in-game name to be different from Factorio login name
Replies: 14
Views: 4116

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

I would like to have two name fields under the preferences--one for my Factorio login and one for the in-game name. I realize you can change the name used and that will appear in-game, but as soon as you want to interact with downloads you need to change it back to re-auth and then revert it to your...
by doktorstick
Mon Oct 10, 2016 9:40 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316257

Re: [MOD 0.13.17] Rampant - 0.14.3

Veden wrote:I have no idea what is causing it, but I will take a look at your save when i get some time.
Good news. They were able to reproduce it and it will be fixed in 0.14.14.
by doktorstick
Mon Oct 10, 2016 2:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila] Deserialisation: unexpected symbol near "."
Replies: 7
Views: 4537

Re: Deserialisation: unexpected symbol near "."

Seems like the mod 'Rampant_0.14.3' is causing this issue, Okay, thanks. I've posted in the Rampant thread. It appears someone else has seen the same problem. Somehow the mod table has become misformed Do you have a notion on what can cause this? Is it how a mod stores it's global data, and what--a...
by doktorstick
Mon Oct 10, 2016 1:58 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316257

Re: [MOD 0.13.17] Rampant - 0.14.3

Indeed, I reported a deserialization bug and Klonan said it appears to be caused by Rampant. The save and mods are attached as part of my report. It so happened that I updated both to Factorio 0.14.13 and Rampant 0.14.3 before starting the play session that corrupted my saves.
by doktorstick
Mon Oct 10, 2016 11:54 am
Forum: Resolved Problems and Bugs
Topic: [posila] Deserialisation: unexpected symbol near "."
Replies: 7
Views: 4537

[posila] Deserialisation: unexpected symbol near "."

Version: 0.14.13. Map Version: 0.14.13-2. Game started around 0.14.10. Error while running deserialisation: [string "do local _={regionMap={[1]={[1]={[1]=7.840999..."]:1: unexpected symbol near '.' Main save and three autosaves all have this error. I updated to 0.14.13 and played for a whi...
by doktorstick
Thu Sep 29, 2016 3:38 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426777

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

TheSAGuy, Howdy. I play a more slow, defensive game and I run into artifact problems quite frequently (due to my play style and biter settings). In fact, I have to horde them for science and I'm not able to (often) experience the other parts of your building mod. To remedy this for players of my pla...
by doktorstick
Sun Sep 25, 2016 3:01 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41231

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Howdy. Could you add a couple of (hopefully) minor features, perhaps under an option sub-menu to the right of the flip icons? 1) Keybind to open/close KBM window; 2) Auto-dismiss KBM window when restoring to blueprint; 3) Can use non-empty blueprints; 4) Load the cursor with the selected blueprint. ...
by doktorstick
Sat Sep 24, 2016 10:59 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299830

Re: [MOD 0.13|0.14] SmartTrains 1.1.2|1.0.3

I have a section of track that looks like: ====== ST1 ======= ST2 ======= The two "ST"s are Smart Train stations, both with the name Iron Depot. What I'm trying to do is get the train to pass the first Iron Depot and if there's no train at the second. I want to keep the logic localized--me...
by doktorstick
Sat Sep 24, 2016 3:29 pm
Forum: Modding help
Topic: Need help turning a biter-spawner into an assembler
Replies: 12
Views: 4245

Re: Need help turning a biter-spawner into an assembler

:D Works great, thank you kindly. You've gotten me over my hurdle and I appreciate the extra effort you went through.
by doktorstick
Fri Sep 23, 2016 11:12 pm
Forum: Ideas and Suggestions
Topic: Performance of LuaTransportLine
Replies: 6
Views: 2061

Re: Performance of LuaTransportLine

Not sure why this was moved to suggestions. The OP is about the performance of the APIs with the context of where and how it's important.
by doktorstick
Fri Sep 23, 2016 6:06 pm
Forum: Mods
Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
Replies: 17
Views: 11237

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

great mod! what are your thoughts on having the recipe mirror the vanilla splitters in that red hacked splitters would require a yellow hacked splitter (instead of a red hacked splitter requiring a red regular splitter)? atm, unless we're playing with a recycling mod, hacked splitters of the curren...
by doktorstick
Fri Sep 23, 2016 4:59 pm
Forum: Ideas and Suggestions
Topic: Performance of LuaTransportLine
Replies: 6
Views: 2061

Performance of LuaTransportLine

Howdy. First some context for this post. I've a mod called Hacked Splitters that changes the behavior of splitters from one that maintains line affinity to one that balances outputs regardless of inputs. To do this, I have to manage eight lines (four input, four output) per splitter. The APIs I use ...

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