Search found 711 matches

by Earendel
Fri May 10, 2019 7:56 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.37] robot destroys entities when upgrading tiles
Replies: 2
Views: 2481

Re: [0.17.37] robot destroys entities when upgrading tiles

Thanks for the report however that's working as intended: if an entity collides with a tile it is removed. You'll need to have the mod author change his mod if he doesn't want entities that collide to be removed. There's a flag for it. What is the flag? There is nothing that suggests that function ...
by Earendel
Thu May 09, 2019 5:40 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.37] robot destroys entities when upgrading tiles
Replies: 2
Views: 2481

[Rseding91] [0.17.37] robot destroys entities when upgrading tiles

This issue is most easily reproducible with the Space Exploration mod. https://mods.factorio.com/mod/space-exploration There are tiles representing empty space that are the default tiles in space. You can put space platform down to place certain structures in space. They can't be placed on empty spa...
by Earendel
Mon May 06, 2019 9:56 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

I have a suggestion re: robot attrition. Personally, I'm playing with the defaults, and as I understand it, you added it so exploration to other moons/planets didn't immediately turn into bot-bases. My suggestion is this: add gravity to moons and planets. Nauvis is the baseline; no attrition. Bodie...
by Earendel
Sun May 05, 2019 11:54 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

Mod looks really cool, but I'm unable to load it. I'm getting a cyclic tech-tree error. I do have a lot of mods loaded, so if this isn't caused by your mod, could you point me in the right direction to find the offending mod? I'm releasing an update for the postprocess mod that should fix that. I'm...
by Earendel
Sun May 05, 2019 11:08 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 110971

Re: [MOD 0.15] AAI Industry

Those issues should be fixed now.
by Earendel
Fri May 03, 2019 4:31 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55532

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

Thanks for the forum post with details of the mod-breaking changes early. I had updated versions of the mods ready to go as soon as the new release hit. It made whole whole process of updating much easier and less stressful. There were so many things to update it would have been quite a panic otherw...
by Earendel
Fri May 03, 2019 10:43 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

I'm curious to know if there's any timeframe for release of multiplayer worlds. The idea of everyone starting on their own planet is very enticing for my multiplayer group, with everyone having a different experience from each other for better or worse. It was pretty low down on the priority list, ...
by Earendel
Thu May 02, 2019 1:50 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

Earendel, Just wanted to tell you again this mod is awesome. Finally had time to get far enough along to get to the stars, and its super cool. Dont let the criticism get ya down, for every critique i bet you have 20 happy gamers that just arent bothering to commend you, or are trying to not clog up...
by Earendel
Thu May 02, 2019 8:13 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

Absolutely fantastic mod. You've obviously put a ridiculous amount of work into it, and you should be commended. Sadly, I haven't been able to get on-board with the Robot Attrition dependency. Reading through the thread, all of the explanations for other dependencies make sense for technical reason...
by Earendel
Wed May 01, 2019 10:36 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

Just started on my space station, got a few problem with other mods, probably shouldn't use that many with this one, but nothing i couldn't fix. One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ? Yes i...
by Earendel
Wed May 01, 2019 11:17 am
Forum: Modding interface requests
Topic: Option to hide the recharge icon from roboport entities
Replies: 0
Views: 441

Option to hide the recharge icon from roboport entities

It would be nice to be able to hide the blinking battery icon from roboport entities. Also the icon was appearing even while the prototype had recharge_minimum = "0kJ" and energy_source.buffer_capacity = "10kJ" so if it is only supposed to appear when buffered energy is < recharg...
by Earendel
Wed May 01, 2019 11:07 am
Forum: Modding interface requests
Topic: Add mod dependency symbol that indicated load before the dependency or optional dependency.
Replies: 4
Views: 1468

Re: Add mod dependency symbol that indicated load before the dependency or optional dependency.

The use case is when mod C is a third party mod and you want to allow it to slot between mod A and mod B. Space Exploration as an example, the main mod is designed so people can require it, make changes, and slot things in. The postprocess mod has some stuff that needs to run after everything else s...
by Earendel
Wed May 01, 2019 10:49 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

I think you forget the to set 'The Space Exploration Graphics ' in the dependencie for: https://mods.factorio.com/mod/space-exploration/downloads I was thinking, the zip is broken from 200 MB to under 200kb *or a new magic black-hole-quantum-compression* but then I saw you had the same idea: outsou...
by Earendel
Wed May 01, 2019 10:48 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

The mod clearly states "Not recommended to play with non-dependency mods while in experimental phase."

I'm still adding things and changing the tech tree.

ScienceCostTweaker will probably be incompatible for a while.
by Earendel
Wed May 01, 2019 10:10 am
Forum: Modding discussion
Topic: Breaking mod API changes with version 0.17.35 (planned release on Thursday)
Replies: 28
Views: 10216

Re: Breaking mod API changes with version 0.17.35 (planned release on Thursday)

Renamed the technology personal-roboport-equipment-2 to personal-roboport-mk2-equipment and gave it corresponding icon to be consistent with other technologies of this kind. Personally I'd prefer it if all the equipment prototypes changed to follow the "personal-roboport-equipment-2" form...
by Earendel
Mon Apr 29, 2019 10:49 am
Forum: Modding interface requests
Topic: Add mod dependency symbol that indicated load before the dependency or optional dependency.
Replies: 4
Views: 1468

Add mod dependency symbol that indicated load before the dependency or optional dependency.

What I'm proposing is to add a new symbol to the dependencies specification that indicates "this mod should load before the dependency or optional dependency" instead of after. Let's call the symbol a "before" symbol, and for this example the symbol can be this: "¬" (it...
by Earendel
Sat Apr 27, 2019 9:56 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

This is an amazing idea. Can you possibly make it an option to turn off the meteor showers? You can adjust the frequency so it only happens on average once every 48 hours. :D new version more meteriotes fall on the planet In an hour, 20 pieces fell out .. and all fall right on the base !!! anfd aga...
by Earendel
Sat Apr 27, 2019 9:50 am
Forum: Modding interface requests
Topic: Allow labs with incomplete science pack requirements contribute to research
Replies: 0
Views: 473

Allow labs with incomplete science pack requirements contribute to research

Problem: Some mods add science packs to techs. Some mods make special labs that can only use certain science packs. The combination can create a situation where you have all the needed science packs in the labs that can accept them, but they're not all in the same machine so the tech cannot progress...
by Earendel
Fri Apr 26, 2019 6:22 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268543

Re: [0.17+] Space Exploration WIP

Yes, that is recommended. I always take one with me whenever I go somewhere new. Hmm ok I wasn't sure if it was intended or not, but I cannot seem to build either the cargo rocket silo or the cargo launch pad on any of the space tiles (Though i can build the satellite silo) atm only have the requir...

Go to advanced search