Search found 706 matches
- Thu Mar 14, 2019 11:46 pm
- Forum: Won't implement
- Topic: LuaRecipePrototype.max_productivity_bonus
- Replies: 5
- Views: 891
Re: LuaRecipePrototype.max_productivity_bonus
You can manually mark overpowered mods as incompatible with yours. Yeah that could work. I don't want to have to manage a blacklist though. I guess I can search for: Excessive productivity modules. Excessive numbers of module slots in machines. Excessive numbers of module slots in beacons. Excessiv...
- Wed Mar 13, 2019 10:48 pm
- Forum: Won't implement
- Topic: LuaRecipePrototype.max_productivity_bonus
- Replies: 5
- Views: 891
- Wed Mar 13, 2019 10:20 am
- Forum: Won't implement
- Topic: LuaRecipePrototype.max_productivity_bonus
- Replies: 5
- Views: 891
LuaRecipePrototype.max_productivity_bonus
When other mods are installed I lose control over the max productivity bonus a recipe can benefit from. I would like to create reversible recipes procedurally (for recycling) but the potential for infinite resource generation is too high. Even if I set the reverse recipe to 50% yield and no producti...
- Mon Mar 11, 2019 10:10 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
Quick question, how do i reset my vanilla biomes to the alien ones with having restart my game? I remember the older version had something like that when you load the mod in an old save. I removed the 'regenerate terrain' code from the mod as the terrain settings are part of the map settings instea...
- Mon Mar 11, 2019 1:38 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
The new 0.17 compatible version is released on the mod portal. It's taken over 100 hours of work to get this far. I kept people updated with the development on discord, here are some of the highlights: Initially almost nothing worked, trees and decoratives were all over the place. There were wetland...
- Mon Mar 11, 2019 1:16 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
First, thanks for your hard work and the swift update to 0.17. Alien Biomes really brings factorio to life :) With the new compression in 0.17, will you make HR graphics the default in future releases or will there be also an update for the HR addon later? I would combine them if I could. The limit...
- Sat Mar 09, 2019 6:34 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
Here is a testing version of 0.17 compatible Alien Biomes with coastal beaches, original palm trees, shallow water with original sfx, better other trees, and better snow distribution: https://drive.google.com/open?id=1K07ySMEn-So_jVS8FSYPXFLXO3XLJ5Ex It is best not to overwrite you old save, make a ...
- Fri Mar 08, 2019 6:57 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 26093
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
No, it's just the last update fixed the autoplace settings so my palm trees are appearing near the coast properly.malventano wrote: ↑Fri Mar 08, 2019 6:28 pmIs that the cell shaded bug/effect? If so, that does look pretty cool...
- Fri Mar 08, 2019 5:54 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.15] AAI Industry
Im having a small problem with you pumpjack I attach it to the boiler from the ocean and it doesnt want to work. It doesnt want to pump water into boilers or tanks. it just sits there. Is there something else I need to attach it too first ? Im using AAI-Industry v0.3.1.zip on v17.8 Factorio thx. Th...
- Fri Mar 08, 2019 3:00 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 26093
- Fri Mar 08, 2019 2:10 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.15] AAI Industry
Im having a small problem with you pumpjack I attach it to the boiler from the ocean and it doesnt want to work. It doesnt want to pump water into boilers or tanks. it just sits there. Is there something else I need to attach it too first ? Im using AAI-Industry v0.3.1.zip on v17.8 Factorio thx. Th...
- Thu Mar 07, 2019 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS][0.17.7] autoplace peak: 3+ climate dimension ranges breaks distribution
- Replies: 3
- Views: 1942
Re: [TOGoS][0.17.7] autoplace peak: 3+ climate dimension ranges breaks distribution
That's great news, thanks.
- Thu Mar 07, 2019 2:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS][0.17.7] autoplace peak: 3+ climate dimension ranges breaks distribution
- Replies: 3
- Views: 1942
[TOGoS][0.17.7] autoplace peak: 3+ climate dimension ranges breaks distribution
When using an autoplace peak on trees, if I have 2 climate dimensions specified, such as water_ and aux_ or water_ and temperature_ then the resulting distribution is as expected. If a 3rd dimension range specified ( water_ aux_ and temperature_) then the distribution breaks and it vastly overshoots...
- Thu Mar 07, 2019 10:14 am
- Forum: Modding interface requests
- Topic: [Feature Request] Some way to read tile climate values
- Replies: 0
- Views: 255
[Feature Request] Some way to read tile climate values
This isn't exactly a mod interface request but that is one way to to it. In 0.16 we had the ability to read the tile climate values under the cursor using the debug overlays. For some reason that has been removed now? I'm trying to update the Alien Biomes mod, and I don't know if I can do it without...
- Wed Mar 06, 2019 1:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.6] control-setting:temperature:bias does not work
- Replies: 3
- Views: 2551
Re: [0.17.6] control-setting:temperature:bias does not work
So I guess the main bug I reported is not a bug, just intuitive.
But the water control changing then the temperature generator is changed does seem like a bug.
- Wed Mar 06, 2019 12:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.6] control-setting:temperature:bias does not work
- Replies: 3
- Views: 2551
Re: [0.17.6] control-setting:temperature:bias does not work
I have found something that does work: { type = "noise-expression", name = "debug-temperature", intended_property = "temperature", expression = noise.define_noise_function( function(x,y,tile,map) return clamp_temperature(x * (1 / 4) * noise.var("control-setting:tem...
- Wed Mar 06, 2019 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.6] control-setting:temperature:bias does not work
- Replies: 3
- Views: 2551
[0.17.6] control-setting:temperature:bias does not work
I'm trying to update the Alien Biomes mod. The Moisture and Terrain Type (Aux) controls are already exposed. I'm trying to add Temperature: { type = "autoplace-control", name = "temperature", order = "z", category = "terrain", richness = true, }, { type = &quo...
- Tue Mar 05, 2019 1:49 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 113496
Re: [MOD 0.14] Alien Biomes
I'm working on Alien Biomes now. You may already know that terrain generation changed in 0.17: https://www.factorio.com/blog/post/fff-282 It's more complicated now, using sand-1 tile type as an example, the vanilla autoplace setting has gone from around 25 lines in 0.16 to around 500 lines in 0.17 V...
- Tue Mar 05, 2019 11:16 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.15] AAI Industry
This mod is updated. It took a long time because walls have changed and my wall graphics are paint-overs done by hand.
Power poles do require iron sticks now (as do inserters).
Power poles do require iron sticks now (as do inserters).
- Sun Mar 03, 2019 4:26 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 101009
Re: [MOD 0.16] AAI Industry
Are you working on the 0.17 version of this mod? Can we have an estimated release window? Earendel hasn't been online since January 26th. He may be working on it already, but you may not get an answer to this question by the time he's finished. If someone knows how to get in contact with him, pleas...