Search found 512 matches

by Mylon
Sat Aug 24, 2019 7:59 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111927

Re: Friday Facts #309 - Controversial opinions

Actually, I'm in the minority who thinks that bots don't deserve a nerf, but a buff. I don't like the fact that as you research bot speed upgrades, your roboport infrastructure becomes more and more insufficient. I think logistic bots are fine, but construction bots need a "nerf". There's...
by Mylon
Fri Aug 23, 2019 3:07 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111927

Re: Friday Facts #309 - Controversial opinions

Re Robots taking up space: Roboports have limited inventory but I think this design space is largely unexplored. Their inventory is far too large. I've made this comment before, but I like how Bobs Logistics breaks up the omni-roboports into multiple structures. Antennas for coverage, charging stati...
by Mylon
Fri Aug 23, 2019 1:47 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111927

Re: Friday Facts #309 - Controversial opinions

Contrary to Twinsen's love of tight and precise mechanics, I love things more loose and variable. The beauty of game and design is working around imperfections and to some extent building redundancy or overbuilding to smooth over these troubles. The people that build those complex tables for inserte...
by Mylon
Fri Aug 09, 2019 2:19 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358481

Re: [MOD 0.17+] Deadlock's Industrial Revolution (WIP)

This looks beautiful. Keeping an eye on it!
by Mylon
Fri Jul 05, 2019 10:10 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 18026

Re: Friday Facts #302 - The multiplayer megapacket

Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design. I w...
by Mylon
Fri Jul 05, 2019 1:29 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 18026

Re: Friday Facts #302 - The multiplayer megapacket

Why does the game state need to know what entity the player has selected anyhow? If the player executes an action, pass that action to the server rather than passing the player.selected property. This seems like an unnecessary linkage between view and controller of model/view/controller design.
by Mylon
Fri May 03, 2019 12:31 pm
Forum: Mod portal Discussion
Topic: Mod Portal: Unknown error
Replies: 1
Views: 1114

Mod Portal: Unknown error

Trying to update my mod. This error isn't particularly helpful. I haven't had problems updating mods in the past and this mod loads just fine in Factorio.

Attached is the updated mod file.
by Mylon
Sat Mar 30, 2019 12:35 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 27728

Re: Friday Facts #288 - New remnants, More bugs

Very interesting FFF about remnants. However you need to do something about it while not having unlocked bots yet. I once had an attack by bitters which destroyed lots of my stuff and at the end I couldn't see the damage because of the bitters bodies and of course WHAT building they destroyed since...
by Mylon
Fri Mar 29, 2019 3:37 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 27728

Re: Friday Facts #288 - New remnants, More bugs

Regarding remnants, how about making them as components and/or particles? Components can be rendered at different Y coords for better blending. Even better if these particles could interact with the world: Send debris flying everywhere. If a unit walks through the debris lying on the ground, these p...
by Mylon
Thu Feb 28, 2019 9:53 pm
Forum: Not a bug
Topic: [0.17.3] autoplace_specification attributes missing
Replies: 3
Views: 804

[0.17.3] autoplace_specification attributes missing

Trying to read the ore_protype.autoplace_specification attributes ( https://lua-api.factorio.com/0.17.3/Concepts.html#AutoplaceSpecification ) at runtime doesn't work. Expected attributes like "placement_density" and "max_probability" are nil. Previously, my mods could access the...
by Mylon
Thu Feb 28, 2019 9:32 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122599

Re: Mylon's Many Mods

I'd like to update dangOreus and it will work just fine under random mode. 0.17 removed ore.autoplace_settings.coverage which I used to spawn ores in quantities relative to how they appear in vanilla map gen settings. Having a giant 1/6 pie slice of uranium for example is not desirable! It should wo...
by Mylon
Wed Feb 27, 2019 12:46 am
Forum: Duplicates
Topic: [0.17.1] Crashed due to Stack overflow error
Replies: 1
Views: 455

[0.17.1] Crashed due to Stack overflow error

To recreate, put a train on a small loop of track with two train stations. Set the train to start going between the two stations. Then change the name of one station to match the other. Here's what the log looks like: 38.350 Loading Level.dat: 25070589 bytes. 38.354 Info Scenario.cpp:147: Map versio...
by Mylon
Fri Jan 04, 2019 3:12 pm
Forum: Implemented mod requests
Topic: surface.total_pollution read
Replies: 8
Views: 2199

Re: surface.total_pollution read

It's pretty simple to do in lua: function getPollution() -- Iterate over all chunks and sum pollution. local pollution = 0 -- local surface = game.surfaces[1] for chunk in game.surfaces[1].get_chunks() do pollution = pollution + game.surfaces[1].get_pollution({chunk.x*32, chunk.y*32}) end return pol...
by Mylon
Wed Nov 07, 2018 3:28 pm
Forum: Not a bug
Topic: [0.17] setting entity.health to 0 or less interrupts death check
Replies: 1
Views: 651

[0.17] setting entity.health to 0 or less interrupts death check

Using this code:

Code: Select all

/c p = game.player p.surface.create_entity{name="acid-projectile-purple", target=p.character, position=p.character.position, speed=10} p.character.health=-20 end
The player does not die as expected.

Tested using a build from 31st Oct 2018
by Mylon
Wed Nov 07, 2018 3:06 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122599

Re: Mylon's Many Mods

I could add a new technology that reduces the size of ores, but proportionally increases productivity so you get more net ore out of them. That would be the same as a mining speed increase. But it might be easier if you include Bob's Mining mod. I'll look into the not-dying thing. It appears to be a...
by Mylon
Thu Nov 01, 2018 12:36 am
Forum: Implemented mod requests
Topic: surface.upgrade_area{}
Replies: 0
Views: 573

surface.upgrade_area{}

I'd like an upgrade_area{force=..., area=..., player=..., skip_fog_of_war=..., plan=...} method.

Plan can be a LuaItem of type upgrade planner, or a dictionary with key-value pairs of {["entity"]= "upgraded-entity"}
by Mylon
Sun Oct 14, 2018 5:46 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122599

Re: Mylon's Many Mods

Sounds like you have dangOreus settled. I intended to make it easy to make it easier to add a finer grained perlin.MEASURED and with a recent refactor with version 1.5.0+ I should probably do that. The latest version also has some improvements to better tween the points within perlin.MEASURED. How d...
by Mylon
Mon Oct 08, 2018 8:59 pm
Forum: Ideas and Suggestions
Topic: Better Power Network Informations
Replies: 6
Views: 1947

Re: Better Power Network Informations

The peak usage data is there. It would be interesting if the graph could be moused-over to display that data point with a tooltip.

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