Search found 69 matches

by mk-fg
Tue Jun 12, 2018 12:10 am
Forum: Mods
Topic: [MOD 0.15+] Glowing Capsule
Replies: 12
Views: 4651

Re: [MOD 0.15+] Glowing Capsule

Nicked idea from here and added follower wisp lantern to will-o-wisps mod :)
by mk-fg
Sat Jun 09, 2018 6:40 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410739

Re: Simple Questions and Short Answers

When an inserter inserts ammo into artillery turret, what is the limit at when it wont put in any more? Edit: Found out that it is 5 after 30 seconds of testing... :D Yeah, it's 10. Turret prototypes have "automated_ammo_count = 10", so it's a preset number there, independent of ammo stac...
by mk-fg
Fri Jun 08, 2018 6:49 pm
Forum: Mods
Topic: [MOD 1.1] Will-o'-the-Wisps updated
Replies: 56
Views: 13630

[MOD 1.1] Will-o'-the-Wisps updated

Good day to you, fellow factorians! "A glowing enigmatic life form was found to inhabit alien forests at night." - general idea of the mod. Compatibility update and tweaks to Will-o'-the-wisps mod by Betep3akata ( forum thread ). Can be installed and updated directly from factorio Mods men...
by mk-fg
Fri Jun 08, 2018 4:17 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 9596

Re: [MOD 0.15] Will-o'-the-wisps

Oh, I didn't get why they had bonus vs solar panels and affected (some) poles in particular, but that makes sense. I thought of them as more of a deterrent against rampant deforestation and defoliation (due to pollution), and rewritten chunk/forest tracking algo to track forests around chunks with p...
by mk-fg
Tue Jun 05, 2018 6:41 pm
Forum: Technical Help
Topic: What are performance numbers in Debug Mode show-time-usage?
Replies: 2
Views: 4739

What are performance numbers in Debug Mode show-time-usage?

Hi. I've been wondering how changes to code in on_tick of a mod have been affecting game performance. And looking at F5 screen with show-time-usage enabled, "Update:" numbers seem to have by-mod breakdown and look useful, but can't find what they stand for. For example, a line for each mod...
by mk-fg
Sat Jun 02, 2018 6:36 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 9596

Re: [MOD 0.15] Will-o'-the-wisps

Did update mod to be compatible with 0.16.x, reduced UV lamp excessive power use (400 kW -> 80 kW, still on-par with mining drills and such) and republished it as "Will-o'-the-Wisps updated" mod here: https://mods.factorio.com/mod/Will-o-the-Wisps_updated License seem to permit it, hope yo...
by mk-fg
Fri Jun 01, 2018 10:59 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410739

Re: Simple Questions and Short Answers

Actually, it has always been the inserter, not the assembler, that does the limiting. The assembler will keep going as long as it has the inputs and there is room in the output, but the inserters will stop putting inputs in when there is too much on the output. Yeah, guess that'd be correct way of ...
by mk-fg
Wed May 30, 2018 1:22 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410739

Re: Simple Questions and Short Answers

There is a simple small mistake: Output of an assembler was always limited by a stack. Input was limited by twofold of necessary items for one output. Ah, sorry, guess I didn't phrase it correctly. --- EDIT: nevermind, you're completely right, and I'm apparently just misremembering things and bad a...
by mk-fg
Wed May 30, 2018 11:21 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1616
Views: 410739

Re: Simple Questions and Short Answers

When I've last played on 0.15.x, and searching the internets, distinctly remember Assemblers to stop producing once they have 2x of their production run in storage. Starting new game now (with mostly QoL mods), noticed that Assembler buildings keep working until they have full stack in storage, yet ...

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