Search found 439 matches

by Mylon
Wed Aug 28, 2019 10:00 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44272

Re: Mylon's Many Mods

So I'm thinking of merging Nougat Mining and Peppermint mining. They're both similar enough and even reuse some code from each other. Modes can be switched mid-game. The question is what do I do with the mods? Keep both, with the only difference being default settings? Publish both as transitional ...
by Mylon
Wed Aug 28, 2019 12:22 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 17
Views: 570

Re: [Editor] Wishlist of possible features for the editor

It's hard to tell what''s a reasonable suggestion and what is effectively, "Let's turn Factorio into Microsoft Office 365". What may support your use case may not support everyone else's use case and you may be better served by writing better tools for yourself. For example, I've got a text file wit...
by Mylon
Wed Aug 28, 2019 12:01 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44272

Re: Mylon's Many Mods

So I'm thinking of merging Nougat Mining and Peppermint mining. They're both similar enough and even reuse some code from each other. Modes can be switched mid-game. The question is what do I do with the mods? Keep both, with the only difference being default settings?
by Mylon
Wed Aug 28, 2019 11:59 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 63000

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

To all of the people asking for compatibility... Why? Most mod the incompatible mods focus entirely on replacing vanilla recipes and products. Angel and Bobs is special in that one focuses mostly on mining and processing and the other is more about manufacturing. And even then they step on each othe...
by Mylon
Tue Aug 27, 2019 1:05 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 676
Views: 63000

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

Since I know you love people distracting you from your work so much... Will there be any single-product recipies with a single use? Some mods tend to go a little overboard with adding goods/products for the sake of adding products and there isn't any functional difference to the product having a lon...
by Mylon
Sun Aug 25, 2019 1:07 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 20246

Re: Friday Facts #309 - Controversial opinions

Re recipe ingredients return: If bonus products were only granted when the normal recipe finishes this problem could be resolved simply and elegantly. Allow stockpiling of >1 bonus progress and awarding potentially 2 bonus recipes (or more!) at once when normal progress finishes. This would close th...
by Mylon
Sun Aug 25, 2019 1:04 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 20246

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 little re...
by Mylon
Sat Aug 24, 2019 7:59 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 20246

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 little re...
by Mylon
Fri Aug 23, 2019 3:07 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 20246

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: 291
Views: 20246

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: 676
Views: 63000

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: 5614

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: 5614

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: 173

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: 8842

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: 8842

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: 140

[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 "coverage" attribut...
by Mylon
Thu Feb 28, 2019 9:32 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 282
Views: 44272

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: 93

[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...

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