Search found 210 matches

by Dixi
Mon Dec 28, 2020 11:27 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 125
Views: 68690

Re: Industrial Revolution 2 discussion

Charcoal Kiln is getting filled up to full stack of fuel by any inserter, instead of "just a few fuel items" as usually.
This might be a bug.
I use it to convert spare wood chips from rubber production to carbon, since I see no other use for those chips, if not to burn them directly in incinerator.
by Dixi
Mon Dec 28, 2020 8:29 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 125
Views: 68690

Re: Industrial Revolution 2 discussion


you could write a custom migration script to move the machines to new recipes, and then fix the inputs?

If just smelters were absent I would try to do so, but since technology tree changed a lot, I decided to start a new map. Also 1k SPM at maximum (dropping to 650 SPM when something is missing ...
by Dixi
Sat Dec 26, 2020 10:07 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 125
Views: 68690

Industrial Revolution 2 discussion

Primary I'd like to say many thanks to Deadlock989 for this new version of IR.

New IR-2 have a lot of technology changes, compared to old IR. Initially I tried to load old IR save to continue playing it. But a lot of buildings vanished, primary - all smelters. :o After some investigation I found ...
by Dixi
Fri Jul 03, 2020 9:09 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 50927

Re: Friday Facts #352 - New website



New web site design is bad, but it could be done much worse.
Old one was much better.


Can you be more specific?

I'm not a web designer, so it might be a little hard to explain, but I try.

For sample, here a good site. https://mmos.com/news

mmorpg.com, before redesign a few months ago was ...
by Dixi
Fri Jun 26, 2020 11:21 am
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 50927

Re: Friday Facts #352 - New website

New web site design is bad, but it could be done much worse.
Old one was much better.
by Dixi
Sat Mar 14, 2020 4:14 pm
Forum: Modding help
Topic: How to change amount of preloaded resources into lab or assembler?
Replies: 3
Views: 1768

Re: How to change amount of preloaded resources into lab or assembler?


You can get quantum labs working without interruption with vanilla stack inserters, even if they are beaconed with speed modules, but it requires one of a set of specific set-ups, and most likely completed stack inserter bonus research as well. Another workaround is to use loaders instead of ...
by Dixi
Sat Mar 14, 2020 7:48 am
Forum: Modding help
Topic: How to change amount of preloaded resources into lab or assembler?
Replies: 3
Views: 1768

How to change amount of preloaded resources into lab or assembler?

Industrial Revolution mod, Quantum Labs stops a lot because inserters do not start inserting until one or zero resources left inside. At that time lab consume resources faster then new arrives, so it stops, until new stack is loaded.
I'm not sure, since it's less noticeable, but in some other modded ...
by Dixi
Thu Feb 13, 2020 11:49 pm
Forum: General discussion
Topic: Question: what settings are used to start game to make mega base?
Replies: 25
Views: 17881

Re: Question: what settings are used to start game to make mega base?

I think all settings are personal preference. There are no strict rules.
Some people want more challenge - they can build megabase on default settings, or using death world.
While others, who wan to build a megabase some new interesting way can turn biters off and set ore to "a lot", maybe infinite ...
by Dixi
Thu Feb 13, 2020 11:36 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 270377

Re: Parrallel processing in games & applications

Calculate game tick in one thread and same time use another cpu core to visualize previous tick calculations? This will give extra 1 tick delay in visualization, but those calculations can be done independently on at least two cpu cores.

As I see on F5 diagnostics, Render takes about 1.5ms, while ...
by Dixi
Sat Jan 25, 2020 12:13 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 23207

Re: IR in 0.18


The license text does not contain the text you quote.

I took the text from a short form of Licence.
I still think minor modifications, to be compatible with a new version, is closer to "format", then to "adaptation".

In case that we decide that it's an adaptation, one still free to publish his ...
by Dixi
Sat Jan 25, 2020 9:37 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 23207

Re: IR in 0.18

Short answer: Merely changing the format never creates a derivative.
Changing format to be compatible with 0.18 is not a forbidden change.

"no derivatives" means you can't publish after changing something in his mod gameplay features or balance, like allowing productivity modules for many ...
by Dixi
Sat Jan 18, 2020 11:06 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 51051

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Continue will be a nice menu option.

About data storage. I was using cheap old PC (with windows storage server %-) with some HDDs. Then I switched to more compact DLink Dir-320L. Soon I found that it like to corrupt my files... :-( So I returned to my old small PC, just changed it's case so more ...
by Dixi
Sun Dec 22, 2019 10:11 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 492711

Re: [MOD 0.17] Industrial Revolution

All chip production - green, red, blue, do not allow productivity modules, so in IR mod those chips are not intermediate product, while in original Factorio the are.
wiki ref

Also some other items, like Reinforced Iron Plate, also is not an Intermediate product. Why?

In Factorio it's quite ...
by Dixi
Thu Nov 28, 2019 9:01 am
Forum: General discussion
Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
Replies: 35
Views: 15097

Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?

I build 2xN "in line" with any mod for ground water, so it can be build endlessly until you have space, using simple copy-paste.
I tried to use different builds before, but they are more complicated to copy when you need more power.

Building some structure and installing it in a big lake, on a ...
by Dixi
Fri Aug 23, 2019 5:04 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 172884

Re: Friday Facts #309 - Controversial opinions

You prolly should put a survey, with questions and typical answers.

Inserters should not chase items
Miners shouldn't output directly to belts
Leave them as is.
I love the idea that miners can output to wagons directly, and that gives me a goal to chase!

Boilers shouldn't have a water output ...
by Dixi
Fri Aug 16, 2019 4:39 pm
Forum: News
Topic: Friday Facts #308 - Not stable quite yet
Replies: 29
Views: 20281

Re: Friday Facts #308 - Not stable quite yet

I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
by Dixi
Tue Aug 13, 2019 6:16 am
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 4114

Re: Changing effects on evolution / changing pollution spread

OKay, I can read and print it, but can not change.

/c local t1 = game.tile_prototypes["water"]
game.player.print( t1.emissions_per_second )
t1.emissions_per_second = 0.001


Print displays 5e-06, that looks realistic, since I saw 0.000005 number related to water tiles before.
But ...
by Dixi
Mon Aug 12, 2019 1:18 pm
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 4114

Re: Changing effects on evolution / changing pollution spread

/c game.player.print( Data.raw.tile.water.ageing )

Does not work for me, from console.
Says attempt to index global data - nil value. Data.raw.tile.water.ageing also do not works.

Seems should be some prefix before data. ?
by Dixi
Sun Aug 11, 2019 5:54 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 47017

Re: Friday Facts #307 - 0.17 stable candidate


I believe I have already thought about every proposed change to oil


I afraid, you got us wrong way.

We asking about liquids flow in pipes , that works kinda bad now. We see a pipe of a good diameter (I'd say about one meter+ visually, and it performs so badly. :-(

About oil redesign - it's ...
by Dixi
Sun Aug 11, 2019 8:40 am
Forum: Ideas and Requests For Mods
Topic: Revert toolbar to old behavior (with auto link new items)
Replies: 1
Views: 894

Revert toolbar to old behavior (with auto link new items)

Old toolbar behavior was much better. I craft a new item, it instantly appear on a 1st free slot of toolbar (I don't care is it item or link). Then I place it, and it's gone from a toolbar.

Is it possible to impenitent by mod?

I searched but found none. Is it impossible to do?

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