Search found 58 matches

by usafphoenix
Thu Sep 06, 2018 7:51 pm
Forum: Ideas and Requests For Mods
Topic: read a map's seed within a mod
Replies: 1
Views: 1022

read a map's seed within a mod

Is there a way for a mod to read a map's seed for use as a variable that can make each map have slightly-different playing mechanics or rules based on a cleverly written algorithm that changes cost based upon "random seed"? while still keeping the game values persistant once the game is cl...
by usafphoenix
Thu Sep 06, 2018 7:47 pm
Forum: Gameplay Help
Topic: How do I find out the seed of the map I'm playing?
Replies: 8
Views: 55996

Re: How do I find out the seed of the map I'm playing?

Is there a way, within a mod, to utilize the map seed as a variable in a function? say, a randomizing function?
by usafphoenix
Wed Sep 05, 2018 6:14 pm
Forum: Bob's mods
Topic: recipe names incorrect with inserter overhaul enabled
Replies: 2
Views: 1467

recipe names incorrect with inserter overhaul enabled

recipe names incorrect once enabling inserter overhaul option. specific example: express inserter (blue tier 3 inserter) recipe shows as "Fast inserter" which is what the blue inserter recipe was normally called in vanilla. FNEI shows blue inserter as being express inserter, but the recipe...
by usafphoenix
Thu Jun 21, 2018 6:56 pm
Forum: Modding help
Topic: way to print name of mod that adds a specific technology
Replies: 0
Views: 503

way to print name of mod that adds a specific technology

Is there a way to get/read the name of a mod which is adding a specific technology for the purpose of debugging/error printing? (or better yet, during load-time, print the modification table for a technology to a log or an error prompt in the event that a known-issue may present itself or for some o...
by usafphoenix
Sun May 06, 2018 10:06 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141448

Re: [MOD 0.16.x] Modular Armor Revamp

showing processing time usage at 0.510+ which is like 20x what most mods use.
by usafphoenix
Tue May 01, 2018 7:36 am
Forum: Modding discussion
Topic: Mod-settings.dat file editor (in C#)
Replies: 16
Views: 11648

Re: Mod-settings.dat file editor (in C#)

i keep one or two backup copies of the modsettings.dat file in a folder or zip file now that the devs made it unfriendly to text editors.
by usafphoenix
Mon Apr 30, 2018 4:50 am
Forum: Ideas and Suggestions
Topic: Construction Exclusion for base planning
Replies: 5
Views: 2475

Re: Construction Exclusion for base planning

I vaguely recall there's a mod that gives a player "nanobots" which are toggle-able, allowing the player to determine wether or not to use personal construction automation, or not. there is. there's also a dozen mods that give the player 50 construction bots and a handful of belts at the ...
by usafphoenix
Mon Apr 30, 2018 1:57 am
Forum: Modding interface requests
Topic: modlist/config setting override for modpack creation
Replies: 5
Views: 2280

Re: modlist/config setting override for modpack creation

Blocking all other mods is a shitty idea btw. Mod packs are meant to be appended to. Most people will want to add their personal favourite flavor of long-reach or some other QoL mod. And if the pack is made half-decent it should not break just because of that. All the more for a small modpack like ...
by usafphoenix
Mon Apr 30, 2018 1:41 am
Forum: Modding interface requests
Topic: modlist/config setting override for modpack creation
Replies: 5
Views: 2280

Re: modlist/config setting override for modpack creation

so if anyone can help me figure out how to have one mod SET the config settings of another mod, that'd be much appreciated. You can't and probably will never be able to. that's unfortunate, as it pretty much ensures either a) modpack creation / distribution of ideas on how to combine certain things...
by usafphoenix
Mon Apr 30, 2018 1:35 am
Forum: Tools
Topic: v0.15.34 Science Pack Crafting Trees
Replies: 1
Views: 3977

Re: v0.15.34 Science Pack Crafting Trees

great work. the only thing i would have changed is added next to the icon of the pack a listed total for each raw resource, so you have the benefit of A) seeing how each thing is broken down and B) being able to quickly see how much of each item is needed per science type (without having to count up...
by usafphoenix
Sun Apr 29, 2018 4:04 pm
Forum: Implemented Suggestions
Topic: explicit NOT/ONLY operands for mod compatibility declaration
Replies: 3
Views: 1263

Re: explicit NOT/ONLY operands for mod compatibility declaration

sorry. info at https://wiki.factorio.com/Tutorial:Modding_FAQ was lacking. it didn't mention the existance of the "!" operand for dependency declarations where can i find more detailed info? there may already be the functions i need to do what i want, but i'm not sure if i've been looking ...
by usafphoenix
Sun Apr 29, 2018 3:47 pm
Forum: Implemented Suggestions
Topic: explicit NOT/ONLY operands for mod compatibility declaration
Replies: 3
Views: 1263

explicit NOT/ONLY operands for mod compatibility declaration

My idea is to introduce two new operands to be available for use in info.json of a mod file. We are able to declare an optional dependency "?" but so far don't have a way to explicitly declare two mods as being incompatible, or NOT-allowed to load together. So i suggest "!" as a ...
by usafphoenix
Sun Apr 29, 2018 1:01 pm
Forum: Modding interface requests
Topic: modlist/config setting override for modpack creation
Replies: 5
Views: 2280

modlist/config setting override for modpack creation

is there a function we can call within a mod to forcefully-set another mod's config setting (startup,map,player), and prevent any desired selection of mods from loading with a user-selected third-party mod that isn't designed (tested) against the intended list of mods? I ask this cause i'd like to c...
by usafphoenix
Wed Apr 25, 2018 4:14 am
Forum: Ideas and Suggestions
Topic: Add conditional Dependency for mod
Replies: 1
Views: 685

Add conditional Dependency for mod

Would it be possible to add a new operand for declaring a dependency of one mod IF another mod is enabled? During some of my debugging for cross-compatibility between mods, i come across a mod that was written in such a way that normally it doesn't interact with mod-B, but if a check for mod-C is tr...
by usafphoenix
Sun Apr 22, 2018 7:11 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217924

Re: Bugs & FAQ

"Sulfuric Waste Water Purification Yuoki Industries" recipe in hydro plant generates contaminated water which is unable to be voided in clarifier (no void recipe for contaminated water, so clarifier fills up with 1k fluid and then jams up, not voiding anything). Mod list below: { "mod...
by usafphoenix
Tue Apr 10, 2018 2:31 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217924

Re: Bugs & FAQ

Angels' Ores + Bob's Ores gem ore has result: "Unsorted Gem Ore" even if config for unsorted gem ore is disabled (Result: bob's ores doesn't register a recipe for sorting and his gem fields don't give the unsorted result, but Angel's infinite ores still will). So Infinite patches then yiel...
by usafphoenix
Thu Apr 05, 2018 3:24 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 213035

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

crash on start. Failed to load mods __DeadlockLoaders__/data-updates.lua:5:__DeadlockLoaders__/prototypes/public.lua:6: Error: Deadlock's Compact Loaders Transport belt entity not specified or does not exist (basic-transport-belt). ---Crash occurs if bob's logistics is enabled, but the recipe change...
by usafphoenix
Wed Mar 21, 2018 3:52 am
Forum: Releases
Topic: Version 0.16.32
Replies: 21
Views: 16164

Re: Version 0.16.32

please, for the love of god, revert mod-settings.dat BACK to json.
it's uneditable now. so if changes are made that break something, you have to delete the whole damn thing

EDIT: have to revert to 0.16.31 until this is restored.
by usafphoenix
Mon Mar 12, 2018 2:31 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54421

Re: [MOD 0.16.x] Deadlock's Crating Machine

Technology issue cross-compatibility with Research Queue. Research Queue issues error (no crash, just an error message printed to the game screen) when trying to load up technology from Deadlock's Crating Machine and Compact Loaders mod (stacking beltboxes seem fine). Console outputs "failed to...
by usafphoenix
Thu Mar 08, 2018 6:52 am
Forum: Ideas and Suggestions
Topic: Construction Exclusion for base planning
Replies: 5
Views: 2475

Construction Exclusion for base planning

So my idea is fairly simple and straightforward in terms of its appeal, but depending on how the game has been programmed so far, may either be impossible, or cost-prohibitive to implement (not sure). The Longer a person plays factorio, the more bases they build, the more times they restart, the les...

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