Search found 84 matches

by myricaulus
Tue Oct 01, 2019 12:16 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

Edit: you know what, I'm starting to wonder if you weren't right in the first place and my idea is all wrong. Because I can't recreate the sloshing on my demo world. Tell me exactly the conditions you can create it, if you would. You mentioned it may be due to differently-sized pipes, according to ...
by myricaulus
Mon Sep 30, 2019 9:56 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

I'm interested if anyone knows a better way. I actually have an idea, but it's likely I already tried this idea and found it failed, but I will try it again. The only vanilla entity utilizing the pass-through mechanism i can think of is the boiler and it has this double arrow there. The boiler neve...
by myricaulus
Mon Sep 30, 2019 9:24 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

Well actually those reaction cattle aren't that bad if used correctly :-D Quite the opposite is the case: 20190930230601_1.jpg This arrangement just took exactly 1000 Coal to heat up to 200Β°C, and the pump will use 1500 more to heat up to 500Β°C for no apparent reason other than storing really a lot ...
by myricaulus
Mon Sep 30, 2019 5:54 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

The optional requirement for Adamo-Nuclear "Uranium Belts" is wrong. Not only are there two with the same name, you also do not require it correctly, you need to write it like "uranium-belts" or "uranium-belts-upd". In Calibration you refer to the older one "uraniu...
by myricaulus
Mon Sep 30, 2019 1:03 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

Ok, without update, i scanned around quite a bit, was able to find 3 patches with 7000% and one with 12000%. I usually play railworld, so everything 50% chance, 200% Size and 200% "abundance?". I assume 20 Refineries for each 7000% so around 80 refinerys in total with all of 4 patches. Wit...
by myricaulus
Mon Sep 30, 2019 5:52 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

if i ever find any more gas, but maybe there is also a good oil product for this? Just tiny bit to expensive in the beginning due to the motor for the pump, which is sloooooooooow. Also a bit weird with their inlets and outlets and their additional crafting slot as a furnace :-D. I wonder if it wil...
by myricaulus
Mon Sep 30, 2019 5:18 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

1/5 seems like a high number, but there are a few that aren't available that I am aware of. That's because we have super sekrit mods. :) If it's only 3 or so, then that's probably it. If you're seeing more than that, let me see a picture. Community-chest concrete-lampost d34dl0ck-basicoil 4x mfga-x...
by myricaulus
Mon Sep 30, 2019 4:26 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

I think something like that could work, yes, although, provided I have access to write to files, which I haven't checked, yet, being the old C++ programmer I am, I probably would have just dropped a 1 or a 0 in a file to be checked at control phase. :P But yes, I'm sure there's something we can do....
by myricaulus
Sun Sep 29, 2019 7:01 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

Not Quite, as it is the same stuff i was telling here, but it still does not solve the fundamental issue, why factorio isnt doing it by itself, as it is clearly stating on https://lua-api.factorio.com/latest/Migrations.html Lua migrations allow altering the loaded game state. Typically this is done ...
by myricaulus
Sun Sep 29, 2019 4:14 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

Since I use a function called add_recipe_to_tech() to add new recipes to technologies, I was thinking I might add to that function a "check" that will call a control script in the config state to enable all of my recipes that need to be enabled, without disabling recipes like they would b...
by myricaulus
Thu Sep 26, 2019 9:59 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

It hides the iron chest, because that is a garbage entity, and renames it "Terrible Chest" for people who know how to get around things being hidden. This one gave me a good chuckle :-D Anyways, i must inform you that u misunderstood me. I have already read your mod description carefully ...
by myricaulus
Thu Sep 26, 2019 4:53 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 28547

Re: [MOD 0.17+] Adamo Mods

because sometimes the game does not automatically activate newly-added recipes in techs you've already researched. It never does, you need to add a migration code for that like shown in the tutorial: https://lua-api.factorio.com/latest/Migrations.html Btw: Your mods are intriguing, could you provid...
by myricaulus
Thu Sep 26, 2019 3:14 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: End of infinity how did i get to the end of the world.
Replies: 12
Views: 8949

Re: End of infinity how did i get to the end of the world.

Jap2.0 wrote: ↑
Sun Mar 10, 2019 4:05 am
Daringstar wrote: ↑
Sun Mar 10, 2019 2:56 am
There are no farlands!

Which version is this in?
Judging from the screenshots, 0.17.x
Judging from the window title its 0.17.9
by myricaulus
Wed Sep 25, 2019 10:08 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128745

Re: [MOD 0.14] Alien Biomes

Yeah, I can confirm the above. I get trees between two transport belts sometimes... Just to clarify: In my case the building(pipe) cannot be placed and the tree still isnt marked for deconstruction, due to different hit-boxes of unconnected and connected pipes. It can get rather tedious realizing t...
by myricaulus
Wed Sep 25, 2019 10:04 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128745

Re: [MOD 0.14] Alien Biomes

Are you using Squeak Through or even Decotorio? Either of those can adjust tree hitboxes. No, i dont. I also dont think any other mod *should* modify my tree hit boxes AFAIK. The list of my mods are: 21.167 Checksum of FARL: 677650815 21.167 Checksum of AfraidOfTheDark: 4053779524 21.167 Checksum o...
by myricaulus
Tue Sep 24, 2019 4:54 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128745

Re: [MOD 0.14] Alien Biomes

Dear Earendel, there is a small issue regarding the tree hit boxes when blueprinting through forests: some trees dont get deconstructed due to their small hitboxes when placing pipes. I had written an official bug report for that, but they claim it to be the fault of one of my loaded mods, most like...
by myricaulus
Tue Sep 24, 2019 4:19 pm
Forum: Minor issues
Topic: [0.17.66] Tree not marked for deconstruction when placing blueprint
Replies: 6
Views: 2122

Re: [0.17.66] Tree not marked for deconstruction when placing blueprint

Yeah i assumed it to be alien biomes. So connected pipes have a different hitbox than an unconnected one. I never got that problem with Alien Biomes, i assume because before that i always also played with squeak through which reduced the hitbox of the pipes thus alleviating this problem :-D Ok sorry...
by myricaulus
Tue Sep 24, 2019 3:46 pm
Forum: Minor issues
Topic: [0.17.66] Tree not marked for deconstruction when placing blueprint
Replies: 6
Views: 2122

Re: [0.17.66] Tree not marked for deconstruction when placing blueprint

I recreated the situation exactly with an older savegame and the same trees were not marked to be deconstructed.
20190924174256_1.jpg
20190924174256_1.jpg (1.36 MiB) Viewed 2033 times
20190924173950_1.jpg
20190924173950_1.jpg (1.39 MiB) Viewed 2033 times

And yep with an rightclick in that marked blueprint i can chop the tree from map view :-D
by myricaulus
Tue Sep 24, 2019 3:03 pm
Forum: Minor issues
Topic: [0.17.66] Tree not marked for deconstruction when placing blueprint
Replies: 6
Views: 2122

Re: [0.17.66] Tree not marked for deconstruction when placing blueprint

I hit an similar issue some days ago without any blueprint mods, where pipes could not be placed because of a pesky tree. I copy pasted my refinery setup several times from the map view through a forest, but one pipe end section and a normal pipe with a very similar x value but further north had thi...
by myricaulus
Tue Sep 24, 2019 2:08 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 123650

Re: [MOD 0.13] Big Bags - more space in your bags

'Error at Mod Loading: Technology worker-robots-storage: infinite research followed by level 10' https://www.bilder-upload.eu/thumb/a479ea-1562351864.jpg 'Big Bags' is incompatible with 'FactorioExtended Plus Logistics' I like both mods. :cry: Okay apparently there seem to be a tech conflict with r...

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