Search found 456 matches

by Mylon
Tue Mar 20, 2018 2:58 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I updated Bluebuild with the "revive=true" flag. I also added a new mod: Enhanced Biters. I just realized that you use "revive" while Nanobots uses "revived" (with a 'd'). Could you change yours to match? I still think Bluebuild shouldn't raise on_put_item at all. The only way to know what item was...
by Mylon
Sun Mar 18, 2018 4:22 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Deconstruction is limited by only being able to look at nearby entities and checking if they've been marked for deconstruction. If there's too many entities nearby, the game can't check them all without taking a serious performance hit. Unfortunately it's a limitation of the engine and I have to ma...
by Mylon
Sun Mar 18, 2018 1:48 am
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 220504

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

This mod is pretty cool. Just wondering if it's possible to allow biters evolve infinitely. I feel biters are now toooo weak in may late bob+angel save :D There's a mod Enhanced_Biters https://mods.factorio.com/mod/Enhanced_Biters that tries to infinitely enhance biter powers like this: game.forces...
by Mylon
Fri Mar 16, 2018 5:06 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

You can have both! If you don't mind 30 UPS in mid game!
by Mylon
Fri Mar 16, 2018 1:03 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Deconstruction is limited by only being able to look at nearby entities and checking if they've been marked for deconstruction. If there's too many entities nearby, the game can't check them all without taking a serious performance hit. Unfortunately it's a limitation of the engine and I have to mak...
by Mylon
Thu Mar 15, 2018 8:48 pm
Forum: Mods
Topic: [MOD 0.17.x] Natural Evolution - All things Alien!
Replies: 835
Views: 220504

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

I got an desync error on player join using Natural Evolution suite. When I disabled Natural Evolution Expansion, the error went away. Please check for use of math.random() in odd places in your mod, especially in the data stage!
by Mylon
Thu Mar 15, 2018 8:04 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Yes, Factorissimo... Always my bane.

I changed the logic of Dirt Path so it (hopefully) works on all surfaces again. Unfortunately, Factorissmo treats its indoor tiles differently and doesn't give it a "hidden_tile".
by Mylon
Tue Mar 13, 2018 2:47 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Djohaal wrote:Is bot servicing dynamically compatible with new bot types (ie, yuoki, bobs, etc) ?
I've tested it with Bobs and it works with Bob's Logistic's Bots. I haven't tested it with other mods, but it should work. The service recipe is generated dynamically.
by Mylon
Sun Mar 11, 2018 11:56 pm
Forum: Resource Spawner Overhaul
Topic: Not desync safe!
Replies: 6
Views: 844

Re: Not desync safe!

I fixed all the issues I could find with your debug code in new version. I have one question - if I use rso-regenerate command from console this debug code will write that regenerateCommand global is used before being defined. But it's a name of defined function so I have no idea why it writes that...
by Mylon
Sun Mar 11, 2018 7:27 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I updated Bot Servicing with some big options. Including belt clogging avoidance and spare parts costs as an option.
by Mylon
Sun Mar 11, 2018 3:35 am
Forum: Resource Spawner Overhaul
Topic: Not desync safe!
Replies: 6
Views: 844

Not desync safe!

So I was trying to play some multiplayer with a modpack using RSO 3.5.7 when it started desyncing like crazy. Using the trusty power of meta tables, I added this to control.lua and started a fresh map: --Time for the debug code. If any (not global.) globals are written to at this point, an error wil...
by Mylon
Sat Mar 10, 2018 2:59 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I fixed it.
by Mylon
Fri Mar 09, 2018 3:10 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I fixed it. Sorry, I'm getting sloppy.
by Mylon
Thu Mar 08, 2018 11:29 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

that's just silly that the mod portal doesn't notify you of comments... seems like quite an oversight on the usefulness of the portal anyhow i was coming to inform you that concreep doesn't seem to work with reinforced concrete I have a patch ready to go that accounts for regular concrete and reinf...
by Mylon
Thu Mar 08, 2018 7:41 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I have a lot of mods and it's hard to stay on top of all of them! The mod portal doesn't notify me when there's a new comment or maybe I would be able to reply more easily on a per-mod basis using the per-mod discussion feature. Some modders get their own forum! And maybe I'd like to have that for m...
by Mylon
Wed Mar 07, 2018 4:27 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

I updated Bluebuild with the "revive=true" flag.

I also added a new mod: Enhanced Biters.
by Mylon
Thu Mar 01, 2018 9:49 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Nanobots inserts an additional revived=true parameter when it raises on_built_entity. When my mods see that parameter, they treat the whole thing as a robot (automated) build rather than a player build. It would be nice if Bluebuild would do something similar. That's easy enough to do. Though I did...
by Mylon
Thu Mar 01, 2018 5:31 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

mrvn wrote:Any plans to use the new on_tick_N (or what is was called) function instead of checking every tick if it's time to do work?
The performance benefit for this is negligible. Some mods (Dirt Path) use the logic, but for most mods it's not worth an update by itself.
by Mylon
Thu Mar 01, 2018 5:30 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Good catch about the missing direction. I'll have to test ghost reviving. I don't think the game will auto-insert modules if you have them, which is why I had that logic in there. I had to simulate inserting them. I suspect you should not be raising "on_put_item" at all here. Since "on_put_item" do...
by Mylon
Thu Mar 01, 2018 5:27 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 45500

Re: Mylon's Many Mods

Hi, I'm fielding reports of odd behaviour with Bluebuild-built loaders from my Compact Loaders mod (https://mods.factorio.com/mod/DeadlockLoaders). I've tested and confirmed that there is an issue. It seems that undesirable things are happening because Buildbuild fires the player on_build_entity ev...

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