Search found 512 matches

by Mylon
Wed Feb 08, 2017 11:40 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

So lately I've been considering tinkering with Angels to make it work with vanilla. I've got some ideas that would make for a simple change to Angels so it would be playable without Bobs, but Angel's no-derivative license would mean I couldn't distribute it. I'll see what Angel says.
by Mylon
Wed Feb 08, 2017 5:14 pm
Forum: Ideas and Suggestions
Topic: Concrete and bots
Replies: 34
Views: 10731

Re: Concrete and bots

You guys are overthinking this.

I wrote my concreep mod to lay concrete as a low priority construction bot job. The ghost doesn't get placed unless concrete is available and construction bots are available. Plus it's automated so it's all totally passive.
by Mylon
Wed Feb 08, 2017 4:52 pm
Forum: Angels Mods
Topic: Angels refining in "Vanilla"?
Replies: 10
Views: 6549

Re: Angels refining in "Vanilla"?

Steel definitely needs to include coal in the recipe.

I do like the idea of mining yielding byproducts necessary for petrochem.
by Mylon
Wed Feb 08, 2017 1:53 am
Forum: Angels Mods
Topic: A take on Vanilla:
Replies: 0
Views: 829

A take on Vanilla:

With the recent change to move away from Vanilla support, I was thinking of ways to spice up the gameplay to make Angels more interesting without requiring bobs. So I thought of two simple changes that could be done in the data-update stage. 1. Recipes requiring copper plates instead require 1-2 sem...
by Mylon
Sat Feb 04, 2017 3:05 pm
Forum: Ideas and Requests For Mods
Topic: Resource-finder radar
Replies: 5
Views: 2472

Re: Resource-finder radar

My prospector mod already kinda does this. Except instead of revealing new ore it upgrades existing ore.

It wouldn't be too difficult for it to spawn ore instead. The key element is the prospector is a 'radar' with 0 revealing range and 0 scanning range so it doesn't reveal sectors.
by Mylon
Fri Feb 03, 2017 2:23 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

I tried tinting the mining icons and it didn't work. Literally replaced icon line with, "icons = { { icon = "__base__/graphics/icons/electric-mining-drill.png", tint = {r = 0, g = 0, b = 0.4} } }," and saw no change in the list. Also tried tint "{r=1, g=0.4, b = 0.4}"
by Mylon
Thu Feb 02, 2017 7:23 pm
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5266

Re: [request] Prospector mod prospectors and drills

Oh, I'm not even sure what a hydraulic fracturer would look like. I was thinking 3x3 for simplicity.
by Mylon
Thu Feb 02, 2017 4:30 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

I was going to look into tint options for items/entities but I wanted to make sure the mod functions first and foremost. Since you seem to have done the hard work for me, that makes it easy and I'll see about swapping Mk 2 and Mk 3 and prospector colors. The mod now includes some data with the (appr...
by Mylon
Wed Feb 01, 2017 10:22 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

Okay, I upgraded Prospector to 0.8.1

It now places nicely with mods that alter ore spawning and drills sitting atop depleted ore will reactivate when that ore is prospected.
by Mylon
Tue Jan 31, 2017 11:04 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

That's a lot of testing. Thanks for taking the time to help. I made a big assumption in 0.8.0 that the vanilla map gen is being used to place ore. I suppose certain mods (like RSO) might place ore after the chunk is officially generated and thus interrupt how I determine ore should be handled. This ...
by Mylon
Tue Jan 31, 2017 8:11 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

Survival is not intended to be played with enemy bases. I suspect RSO is causing a conflict where, even though I try to remove bases, RSO re-adds them. Other mods might cause conflicts as well if they're adding enemy bases.
by Mylon
Tue Jan 31, 2017 8:09 am
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5266

Re: [request] Prospector mod prospectors and drills

I was thinking maybe something like a big giant auger. Like this: http://www.starindustries.com/Auger_files/Auger2011.jpg
Though something like this would be cool too: http://earthfirstjournal.org/newswire/w ... avator.jpg
by Mylon
Mon Jan 30, 2017 8:26 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

I updated Prospector mod to offer better returns on ore. Should be a better deal now to upgrade ore patches.
by Mylon
Mon Jan 30, 2017 7:09 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159720

Re: [0.14.x] Bob's Mods: General Discussion

Bob, can you simplify the recipe list a bit? There shouldn't be any goods with a single use. Vanilla already skips a lot of intermediary steps via assemblers and it makes no sense to add those steps in with recipes. Example: Ball bearings. These provide no interesting gameplay and the materials/craf...
by Mylon
Mon Jan 30, 2017 6:46 pm
Forum: Resolved Problems and Bugs
Topic: create_entity{... amount=float} sets amount to 50
Replies: 2
Views: 1172

create_entity{... amount=float} sets amount to 50

See the last console command and the resource amount:
http://i.imgur.com/NJXslrv.png

I can do "game.player.selected.amount=100.5" just fine and I get a more reasonable rounded value, but passing any non-int value via create_entity() yields 50.
by Mylon
Mon Jan 30, 2017 6:03 am
Forum: Texture Packs
Topic: [request] Prospector mod prospectors and drills
Replies: 7
Views: 5266

[request] Prospector mod prospectors and drills

This is for my mod Prospector, here: https://mods.factorio.com/mods/Mylon/Prospector I'd love to have a custom graphics for higher tier drills (even something as simple as icon to help differentiate it in the item list, I'm working on seeing if a recolor can change the graphics) but I also need a cu...
by Mylon
Mon Jan 30, 2017 5:51 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

Hello HerrGohlem. Thanks for your report. I pushed out a fix it earlier today. Please update to the latest version.
by Mylon
Mon Jan 30, 2017 5:20 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217640

Re: Bugs & FAQ

Last update broke my save game. Error while applying migration: Angel's Refining: angelsrefining_0.6.0.lua Cannot execute command. Error: [string "game.reload_script() ..."]:16: attempt to index field 'angels-empty-lithia-water-barrel' (a nil value) I was not playing with Bob's (for Lithia...
by Mylon
Fri Jan 27, 2017 2:11 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

I updated Hardcore Survival to play nicely with other mods. Particularly Bobs and Angels. The difficulty ramps up much slower if those mods are present.
by Mylon
Wed Jan 25, 2017 4:16 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122514

Re: Mylon's Multiple Mods

Thanks for the information. Unfortunately the map generation code is not accessible so I can't look at the code to see how resource amounts are determined. This means I had to guess how much ore prospector should be adding and clearly I guessed wrong. I'm going to have to increase the amount of ore ...

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