Search found 129 matches

by ZlovreD
Mon Jul 16, 2018 4:01 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28229

Re: [MOD 0.16.x] [Z] Adventure

1.0.8
New area "Random technology"
by ZlovreD
Sun Jul 15, 2018 10:10 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28229

Re: [MOD 0.16.x] [Z] Adventure

1.0.7
New area "Random recipe"
by ZlovreD
Sun Jul 15, 2018 8:10 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28229

Re: [MOD 0.16.x] [Z] Adventure

1.0.5
New dangerous area "Occupied base"
by ZlovreD
Sun Jul 15, 2018 11:05 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28229

Re: [MOD 0.16.x] [Z] Adventure

Creating expansions for most popular mods. I'd love a "high tech" pack with Angel's, Bob's, and even Pyandon's where high tech stuff like robots and fusion are only unlocked by adventures. Like a precursor kind of thing, all this advanced technology left behind you gain by reverse enginee...
by ZlovreD
Sat Jul 14, 2018 5:28 pm
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

I'm not sure I understand your question about unpredictability. Ore is spawned in a given location or not at all if collision would be detected. How it will affect ore layout is down to rng - and it could vary a lot depending on density of ore and your spawns. I meant how far from initial point res...
by ZlovreD
Sat Jul 14, 2018 1:01 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28229

[0.17.x] [Z] Adventure

Type: Mod Name: [Z] Adventure Description: Makes adventure more unpredictable. License: GNU GPLv3 Version: 1.1.* Release: 2018-07-14 Tested-With-Factorio-Version: 0.16.51 Category: General Download-Url: Mod Portal About this mod T his mod is designed to make the game more diverse and unpredictable. ...
by ZlovreD
Sat Jul 14, 2018 12:34 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

RSO doesn't do any delayed resource spawning as of now. As i've mentioned, it may happens because of RSO manipulations with searching right place or even because of amount of api calls. Idk and this is hard to reproduce for testing. I'd testing my own mod adding movement speed bonuses and rising ga...
by ZlovreD
Fri Jul 13, 2018 10:50 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

So you can get collision mask for selected entity (not tested): /c game.player.print('collision_mask = '..serpent.line(game.player.selected.prototype.collision_mask)) Collision masks is some kind of predefined arrays of types. And problem in what anyone can write their own mod with their own new bu...
by ZlovreD
Fri Jul 13, 2018 10:11 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.collision_mask And which mask would explicit for buildings w/o trees and rocks, which is also an entity? For now, I only know one solution for my problem - adding an additional check to the RSO, as I wrote in the first p...
by ZlovreD
Fri Jul 13, 2018 9:59 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

Events in control stage are still handled in mod-dependency-order. So unless you're listening for a different event it should work. Yes but how to explain different delays between actual events and entity/resource generation? I think it depends on amount of api calls. ... mod doesn't explicitly che...
by ZlovreD
Fri Jul 13, 2018 9:38 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

With some tricky code you can place your entities in one tick after chunk generation. Or do the right thing and add a dependency if you want to load after RSO. I strongly advise against any form of "one tick delay" for any usecase. If you think you need it is in 99% of cases a huge warnin...
by ZlovreD
Fri Jul 13, 2018 9:36 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Re: Additional check on chunk generation

With some tricky code you can place your entities in one tick after chunk generation. Idk how many ticks may pass after event occur and when rso generate resources. And as i saw it may takes more than second on huge map, or with low UPS, multiple generation events per second and ect.. Such delay is...
by ZlovreD
Fri Jul 13, 2018 3:49 am
Forum: Resource Spawner Overhaul
Topic: Additional check on chunk generation
Replies: 15
Views: 5009

Additional check on chunk generation

Hello, orzelek. Could you please add additional check for entities already placed on surface before generate resources? I'm planning to release a mod with on_chunk_generated event handle and i found what sometimes RSO generate resources over entities already placed by my mod. I have my own check to...
by ZlovreD
Tue Jan 16, 2018 8:35 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 374378

Re: Friday Facts #225 - Bots versus belts (part 2)

Another two ways to make using logistic robots more complex (balanced?) at mid/late game: #1 Weight/Complexitivity restriction for logistic robots. Let's assume what robots is a stupid worker what can't handle with heavy or complex parts. In another words - they can move only common/simple parts (or...
by ZlovreD
Fri Dec 01, 2017 3:29 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1023
Views: 293456

Re: PyCoalTBaA or the PyCoal Angels Patch

its must be end-game ore which can be got from pure ores i think - 2 pure saphirte + 2 pure rubyte + 2 pure crotinnium I just started to acquainted with pY mods, so you can easily change it to pure chunks. But i think 3 different chunks plus catalysator to get raw ores is fair enough (as others rec...
by ZlovreD
Tue Nov 28, 2017 9:25 pm
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1023
Views: 293456

Re: PyCoalTBaA or the PyCoal Angels Patch

data-final-fixes: -- Overriedes: molybdenum ore if data.raw.item["molybdenum-ore"] and angelsmods.refining then data.raw.resource["molybdenum-ore"]["autoplace"] = nil data.raw["autoplace-control"]["molybdenum-ore"] = nil angelsmods.functions.OV.patch...
by ZlovreD
Thu Jun 01, 2017 2:02 pm
Forum: Releases
Topic: Version 0.15.17
Replies: 25
Views: 20747

Re: Version 0.15.17

(I'll probably fix it by making a loop in data-updates to add it to all inserters) That's reasonable solution :) Reasonable solution is making this option is "true" by default (even if it missing), and set it to "false" for all vanilla inserters. Another modofocatio to make live...
by ZlovreD
Wed May 17, 2017 4:45 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282753

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Making only specific compositions allowed at certain stations could be a new feature. Still no ETA for this feature? =) Btw, it is possible to add three "unified" signals for loco, cargo and fluid wagons in additional to based on entities prototypes? It could be useful in case when trains...
by ZlovreD
Wed May 17, 2017 4:32 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282753

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Making only specific compositions allowed at certain stations could be a new feature. Still no ETA for this feature? =) Btw, it is possible to add three "unified" signals for loco, cargo and fluid wagons in additional to based on entities prototypes? It could be useful in case when trains...
by ZlovreD
Mon May 15, 2017 3:05 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282753

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.4

Seems like an configuration error to me. Without best effort/ignore min delivery size active providers have to have at least min_delivery_size of the requested item in stock to be valid. Valid providers are sorted by least deliveries - highest provider priority - highest item count. The first provi...

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