Search found 463 matches

by Therax
Thu May 23, 2019 4:44 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81146

Re: [MOD 0.16] Miniloader

He could make a "long" miniloader for ultimate belts that would work on two belt pieces at the same time. Then the limit would be 120 items/s. But i would rather they added more belt specific LUA stuff so one could control items on belts directly through LUA without the need of inserters....
by Therax
Sat May 11, 2019 8:47 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81146

Re: [MOD 0.16] Miniloader

Yes, this is normal and how the speed of miniloaders is set to approximately match the speed of the belts.
by Therax
Fri May 03, 2019 5:51 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 27455

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

no selling-out to big companies that would use the game as cash grab while destroying the brand (we actually declined to negotiate "investment opportunities" like this several times already, no matter what the price would be), the same would be when it would potentially come to any exclus...
by Therax
Fri May 03, 2019 3:43 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

- Positioning the loader/unloader on North-South rail feels a bit strange, mainly due to the rail 2x2 nature and fitting this in the right position. It might "feel" more natural if instead of placing over empty space we placed it over existing rail (the mod taking care of removing the pre...
by Therax
Thu May 02, 2019 9:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176611

Re: [MOD 0.16] Xander Mod v2.1.1

Xander Mod (Therax) is now available on the mod portal. Most of the changes from tip-of-trunk are incorporated. Things that work: ore generation mining times adjusted for default iron axe assembler ingredient limits removed Things that I know don't work yet: 0.17 graphics updates (e.g. highres solar...
by Therax
Mon Apr 29, 2019 12:35 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

Thanks for the report. There is code that’s supposed to force “south” facing BRLs to use the “north” positioning instead, and similarly “west” to use “east,” but there’s a bug there. I’ll work on a fix.
by Therax
Thu Apr 25, 2019 5:54 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

I believe the setting was actually there since the very first release, but glad you’re back to give it another try. Let me know what you think!
by Therax
Mon Apr 22, 2019 5:21 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81146

Re: [MOD 0.16] Miniloader

The problem is that I switched miniloaders to use a stack bonus on its inserters. This makes them work better in single item belts but on sushi belts the inserters spend too long waiting for matching items to fill up their hand. I’ll hsve to go back to the earlier strategy of using single item inser...
by Therax
Thu Apr 18, 2019 7:11 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

Fantastic mod, have been using it for some time now, but today the loaders stopped working for iron plates I was carting about. I read through this post and learned of the mods settings option that required a change to a drop down menu for ore, ore/plate, any. I changed the setting and it has no ef...
by Therax
Mon Apr 15, 2019 10:17 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176611

Re: [MOD 0.16] Xander Mod v2.1.1

I have a version of XM 2.1.1 that’s running on 0.17, and will be releasing it as a fork with Repofme1’s permission. I expect it to be buggy, so bear with me. XM is what inspired me to write mods of my own, so definitely want to see it live on!
by Therax
Fri Apr 12, 2019 10:35 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 18356

Re: Friday Facts #290 - Rail building changes & High-res icons

Patus wrote:
Fri Apr 12, 2019 7:55 pm
After I told about the 64px icons, our humble overhaul projects artist just died a little bit inside.
About 1000 times to be exact.
I hope that even if multiple icon variations are adopted for vanilla items, the functionality will be retained to use just a single icon and scale at runtime.
by Therax
Fri Apr 12, 2019 1:41 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

Did you change the option on the main menu or in-game? If you change the option from the main menu that only affects new saves.
by Therax
Thu Apr 11, 2019 8:43 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52092

Re: [MOD 0.16] Bulk Rail Loaders

Did you change the mod setting to “any?” Gears aren’t in the set of items that are permitted by default.
by Therax
Mon Apr 08, 2019 9:17 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 28169

Re: Friday Facts #289 - Character GUI

(3) Panel tabs: The regular system of tabs takes quite some extra space, so in order to keep a compact design we decided to use a new system for tabs attached to the panel itself. This is a measure we take due to the importance of this player window compared to some other panels. When a tab is sele...
by Therax
Fri Apr 05, 2019 4:47 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81146

Re: [MOD 0.16] Miniloader

That seems like a snapping bug. Do you have the snapping setting turned on?
by Therax
Fri Apr 05, 2019 3:40 am
Forum: Modding help
Topic: How to find the neighbours of a ghost underground belt and how to get the player who created the ghost-entity?
Replies: 1
Views: 277

Re: How to find the neighbours of a ghost underground belt and how to get the player who created the ghost-entity?

The on_built_entity event has player_index when an entity-ghost is created, so you should be able to instantly charge the cost. However, this is pretty inconsistent with how ghosts normally work, so I'd suggest an alternate approach. I did something like this for an early version of Beltlayer, by us...
by Therax
Fri Apr 05, 2019 3:11 am
Forum: Modding help
Topic: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)
Replies: 5
Views: 662

Re: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)

Unzipping the mods will likely make game loading significantly slower. Opening hundreds of different files is significantly slower due to operating system overhead than opening a single .zip and reading it from start to finish.
by Therax
Fri Apr 05, 2019 3:05 am
Forum: Modding help
Topic: dynamic localized names
Replies: 4
Views: 689

Re: dynamic localized names

when i enter something like data.localised_name = { "__1__ ["..data.name.."]", {'item-name.' .. data.name}} it results in Unknown key: "Copper plate [copper-plate]" how do i get rid of this unknown key thing? i wanted to make a mod where modders can see the internal na...
by Therax
Fri Apr 05, 2019 2:50 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.23] Factorio deletes files outside the factorio directory
Replies: 8
Views: 1793

Re: [Rseding91] [0.17.23] Factorio deletes files outside the factorio directory

I've had the same experience, but I'm on Windows. Windows "symlink" story is so confused that I wouldn't expect filesystem to get it right in all cases. Starting Factorio with a symlink in the mods directory pointing to a git repository, and then updating the mod via the in-game interface ...
by Therax
Fri Apr 05, 2019 2:30 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81146

Re: [MOD 0.16] Miniloader

It works for replacing simple entities. But miniloaders consist of multiple entities and have an orientation. Any help on getting this to work is appreciated. You probably don't need to walk over the surface chunk by chunk. A single call should suffice: local entities = game.surfaces.nauvis.find_en...

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