Search found 498 matches

by Mylon
Sat Feb 29, 2020 5:03 pm
Forum: Ideas and Suggestions
Topic: Mod pack import
Replies: 0
Views: 63

Mod pack import

Problem: Carefully selected mod combinations can be difficult to describe and share. They can be crafted as a zip file, but this doesn't include the latest version of the mods and may need additional setup, like setting Factorio to use an alternate mod folder or using a specific combination of mod s...
by Mylon
Sat Nov 30, 2019 1:38 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 199
Views: 70577

Re: Attacking biters with turrets makes all weapons pointless

... forced to use a boring strategy because of the fast respawn rate disabling the less boring ones. This is the real problem. Players need to kill nests and they have to kill them FAST or they'll just respawn faster than an SMG can put out bullets. Turrets are one of the simplest ways to handle th...
by Mylon
Sun Nov 10, 2019 4:15 pm
Forum: Ideas and Suggestions
Topic: Add battery status to vehicle description
Replies: 0
Views: 136

Add battery status to vehicle description

tl;dr https://i.imgur.com/oJ4UuPY.png (Actually, should probably be under health) Currently finding out what the status of a vehicle's batteries is very difficult. As far as I can tell, the only way to tell is to open the grid and mouse over all of the batteries in the grid and estimate their averag...
by Mylon
Sat Nov 09, 2019 8:26 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 615

Re: Calculate inserter arm positions only when the GPU or a mod wants them

Koub wrote:
Tue Nov 05, 2019 10:31 pm
what if power is shut down during the swing ?
Make inserters work like laser turrets: Either they swing or they don't. They deduct the full power to complete their swing at their start.
by Mylon
Sat Nov 09, 2019 5:59 pm
Forum: Modding discussion
Topic: Breaking change/fix: script.raise_event rework - opinions wanted
Replies: 88
Views: 4995

Re: Breaking change/fix: script.raise_event rework - opinions wanted

The more I think about it the more I think it just doesn't make sense to me for mods to really ever raise game events. Since we added the function call raising to the create_entity, revive_entity, and destroy_entity things, I haven't needed to raise any base game events manually I don't like the cr...
by Mylon
Sat Nov 09, 2019 5:21 pm
Forum: Ideas and Suggestions
Topic: Mod portal: Discussion improvements
Replies: 0
Views: 115

Mod portal: Discussion improvements

The discussion tab is nifty, but I'd like some changes to the interface. The default chat input box is far too small. I can click-drag to expand it, but if I drag it to the right, the box can be bigger than the display element with no scroll bar and it becomes very difficult to continue writing. Mak...
by Mylon
Fri Nov 08, 2019 12:59 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1790

Re: Difficulty setting to scale science costs/alter mid-game tedium

Honktown is right. The complexity of blue and gold sciences increased quite a bit. The reduced iron/copper costs are a small benefit and blue probably ought to get a buff in the form of more net output. So maybe 2x cost and 3x output to match gold science.
by Mylon
Wed Nov 06, 2019 2:05 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1790

Re: Difficulty setting to scale science costs/alter mid-game tedium

Solar panels are crazy expensive. The payoff for solar is about 4 hours if you were to mine the coal instead of the iron/copper. To say nothing of the processing required to make the steel and circuits and batteries. For a vanilla game just trying to get a rocket, I'd recommend skipping them. Yes, a...
by Mylon
Tue Nov 05, 2019 1:01 pm
Forum: Modding interface requests
Topic: on_pre_player_mined_tile event
Replies: 0
Views: 157

on_pre_player_mined_tile event

Use case: Detecting for players mining a tile that would make an entity placement invalid and destroy that entity.

Reference:
viewtopic.php?f=23&t=77571
by Mylon
Tue Nov 05, 2019 12:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 142903

Re: [MOD 0.17] Industrial Revolution

Jesus Christ, I hate that basic/normal/expensive recipe syntax with a blazing passion. Fixed for next version, whenever that is. I know. Took me way too much trial and error to write this function that tries to interpret recipes. Feel free to use any or all of it if it helps cover more potential ed...
by Mylon
Tue Nov 05, 2019 3:55 am
Forum: Not a bug
Topic: [0.17.75] Mining tiles destroys entities
Replies: 1
Views: 242

[0.17.75] Mining tiles destroys entities

Observed behavior: Mining a tile under an entity that would make that entity placement invalid destroys it. Expected behavior: Mining a tile that would make an entity placement invalid mines the entity first, preserving the entity and its contents. To recreate: Space Exploration has a scaffold tile ...
by Mylon
Tue Nov 05, 2019 3:35 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 142903

Re: [MOD 0.17] Industrial Revolution

Industrial Revolution + Bot Servicing causes an error on startup: https://cdn.discordapp.com/attachments/306402592265732098/641117765545230339/unknown.png I use "recipe.normal=false" to denote that the recipe is only valid for expensive mode, which is valid but Industrial Revolution doesn't expect t...
by Mylon
Mon Nov 04, 2019 2:33 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1790

Re: Difficulty setting to scale science costs/alter mid-game tedium

Maybe I've misjudged the power of efficiency modules. They're great for mines as those are on the forefront.
by Mylon
Sun Nov 03, 2019 1:06 pm
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 199
Views: 70577

Re: Attacking biters with turrets makes all weapons pointless

Honktown wrote:
Mon Oct 07, 2019 5:44 am
I've been playing Warptorio2 (and an expansion mod) and it makes the game a lot more strategic.
Warptorio adds a ton of pollution as part of the scenario. Almost everything else about your experience means nothing outside of Warptorio because the scenario is designed to have oppressive biters.
by Mylon
Sun Nov 03, 2019 12:53 pm
Forum: Balancing
Topic: Difficulty setting to scale science costs/alter mid-game tedium
Replies: 21
Views: 1790

Re: Difficulty setting to scale science costs/alter mid-game tedium

I had taken a break and I I'm pretty deep in my first playthrough in a while. Of course it's modded and it adds a few things, but they're mostly late game so up until gold science the experience is still mostly vanilla. I didn't touch resource spawning settings or biter settings so it's all vanilla ...
by Mylon
Thu Oct 31, 2019 8:09 pm
Forum: Modding interface requests
Topic: Rendering to render between tile layers
Replies: 1
Views: 196

Rendering to render between tile layers

I'd like to be able to draw over out-of-map tiles but under normal ground-tiles. The use case for this for example would be to draw a star field underneath a platform. This star field could be dynamically controlled in script with parallax layers or other features. Another feature I'd love to do is ...
by Mylon
Thu Oct 31, 2019 8:02 pm
Forum: Duplicates
Topic: [0.17.74] rendering.render_layer does not support drawing under ground-tile.
Replies: 3
Views: 242

Re: [0.17.74] rendering.render_layer does not support drawing under ground-tile.

Thanks for the code. I was hoping to render it with a dynamic position for parallaxing and add other features.
by Mylon
Thu Oct 31, 2019 7:14 pm
Forum: Duplicates
Topic: [0.17.74] rendering.render_layer does not support drawing under ground-tile.
Replies: 3
Views: 242

[0.17.74] rendering.render_layer does not support drawing under ground-tile.

I was trying to make the out-of map look a bit prettier. I tried using water-tile as the rendering layer but no luck. Also tried "0" and "1" as the documentation says this is valid.

This is what I expected:
Image

This is what I got:
Image
by Mylon
Wed Oct 30, 2019 1:03 pm
Forum: Modding interface requests
Topic: Bring back resource_prototype.autoplace_specification.coverage
Replies: 13
Views: 816

Re: Bring back resource_prototype.autoplace_specification.coverage

Turns out coverage isn't even a data property, but an argument fed into the autoplace_specification generation function so that doesn't work either. Most of the data fed into the autoplace function is still there, just extremely difficult to parse since it turns it until a 3000 line table via multip...
by Mylon
Mon Oct 21, 2019 1:46 pm
Forum: Modding interface requests
Topic: Bring back resource_prototype.autoplace_specification.coverage
Replies: 13
Views: 816

Bring back resource_prototype.autoplace_specification.coverage

tl;dr I made heavy use of the coverage attribute for determining the relative frequency of ores and scaling my map generation based on this information. The API for ore prototypes needs its own interface to be usable. So I went down the rabbit hole of trying to figure out how ore generation works. F...

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