Search found 149 matches

by Cadde
Fri May 31, 2019 10:58 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 51543

Re: Friday Facts #297 - New resource icons

New resources look great, but I have one functionality concern: With these slight variations, it may be harder to tell when a belt is fully compressed vs slightly uncompressed. I have yet to use the new system so I don't know, but that's one downside I forsee. If belt compression is tested to be ea...
by Cadde
Thu May 30, 2019 8:37 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 190183

Re: pY Fusion Energy - Discussion

I'd prefer it if productivity wasn't down to a module but rather down to how much preprocessing one does and what ingredients one uses. There are many such recipes in PyMods, you add one small ingredient and productivity increases substantially. Or, instead of using the raw resource. You grind it do...
by Cadde
Sun May 26, 2019 5:12 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

So instead of a 100m belt segment you place a 100m wide chest. Insert at one end and un-insert at the other ende? Do you use inserters to fill the wide chests of mini-loaders? https://puu.sh/Dxzn0/ce614987c9.png Just like that. Only places i use belts are to feed turret defenses. Since it's a Pyano...
by Cadde
Fri May 24, 2019 9:10 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

And i have basically gone away from using belts altogether and as such also miniloaders. I use wide chests and trains.

Miniloaders are awesome though, i just got bored with belts.
by Cadde
Fri May 24, 2019 4:52 am
Forum: Implemented mod requests
Topic: Is it possible to mod the temporary train stop timeout?
Replies: 2
Views: 897

Is it possible to mod the temporary train stop timeout?

When one makes a temporary train stop, you get this in the train orders: https://puu.sh/DwvYy/f348ada4fd.png Can the "5 s" wait time be modded? I think it's too long personally and would rather have no wait condition at all. Only time i am using temporary stops is when i want to get in my ...
by Cadde
Fri May 24, 2019 4:46 am
Forum: Modding interface requests
Topic: Negative evolution factors
Replies: 3
Views: 1009

Re: Negative evolution factors

Are you talking about scripting? Because then i don't know if it's possible.
But if you are talking about making it negative in game, that was possible already last i tried from the console. And it worked too.
by Cadde
Sun May 12, 2019 12:41 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 21426

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

Let's take a step back here. You linked a page with only read-only attributes and say that you want know what changing them does. Why would we document what a change does, when you cannot change something? It is wasted time and misleading. I am sorry for the confusion. There are two places i tend t...
by Cadde
Sat May 11, 2019 11:28 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 21426

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

It's great to hear you want to expand on the documentation. There are many random variables that aren't as self explanatory as they should be... For example: https://lua-api.factorio.com/latest/LuaFluidBoxPrototype.html#LuaFluidBoxPrototype.base_area Imagine for a second i am completely new to moddi...
by Cadde
Sun May 05, 2019 12:04 pm
Forum: Releases
Topic: Version 0.17.34
Replies: 12
Views: 12805

Re: Version 0.17.34

fluid teleportation It has nothing to do with any kind of teleportation or fluid mechanics. It's about ratios and rounding. Ah yes, cut out the bit you clearly misunderstood about my post and respond incorrectly to that. Can you disprove my statement with experiments? Because i've actually experime...
by Cadde
Wed May 01, 2019 4:14 pm
Forum: Releases
Topic: Version 0.17.34
Replies: 12
Views: 12805

Re: Version 0.17.34

Remove one of the steam turbines on each heat exchanger so there's only one turbine per exchanger. Does the flickering go away? Energy production/usage figures are a median of the actual energy consumption/production at a given tick. Due to poor fluid simulation with large fluid boxes and small amo...
by Cadde
Mon Apr 22, 2019 10:21 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

Can you feed that sushi belt to filter inserters and compare them with regular inserters?
Because behind the scenes, miniloaders are inserters ramped up to ludicrous speeds.
by Cadde
Thu Apr 11, 2019 9:01 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

I have a problem, i dont know if its related to your miniloaders, it is a problem of "spill", im using circuit conditions so the miniloaders only activate when a specific train ID is present in order to filter items, but after a train leaves, and a new train enters the station, he takes 1...
by Cadde
Tue Apr 09, 2019 12:52 am
Forum: Modding help
Topic: Altering the distance/spread of forest fires?
Replies: 2
Views: 693

Re: Altering the distance/spread of forest fires?

Thank you, that's one way for sure but i wanted something less scripting and more define. Tree fires do spread a set distance, i just want to know how to increase that distance. There are area values in "fire.lua" but i don't know how it all ties together. I.E, what to change to just affec...
by Cadde
Sat Apr 06, 2019 10:32 pm
Forum: Modding help
Topic: Altering the distance/spread of forest fires?
Replies: 2
Views: 693

Altering the distance/spread of forest fires?

I am looking to make forest fires spread further in less dense forests. Is it possible? What parameters do i change? I have a lot of not-so-dense forests that i want to burn down but the fires just dies out after burning 2-4 trees at a time. And yes, i want to burn them down. I don't want to drone t...
by Cadde
Wed Mar 27, 2019 6:33 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

orzelek wrote:
Tue Mar 26, 2019 7:05 pm
You can control items on belts through lua. And performance of this was more then 10 times worse then inserters AFAIK. There is simply no way you can match inserter performance. Even actual loaders are less performant.
Well OK then, what i meant to say was "Do it efficiently". ;)
by Cadde
Tue Mar 26, 2019 9:49 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155948

Re: [MOD 0.16] Miniloader

He could make a "long" miniloader for ultimate belts that would work on two belt pieces at the same time. Then the limit would be 120 items/s.
But i would rather they added more belt specific LUA stuff so one could control items on belts directly through LUA without the need of inserters.
by Cadde
Tue Mar 26, 2019 9:44 am
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 18554

Re: Version 0.17.18

Well, if they are going to mark something as "fixed" then don't you agree it would be prudent to actually test it in vanilla? The UI issues isn't just with mods, it happens in many other places (Map preview being one) and sure, things can slip by but when you change something you'd better ...
by Cadde
Tue Mar 26, 2019 9:18 am
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 18554

Re: Version 0.17.18

Funny with this UI bug. Are they simply facerolling keyboards and pushing builds? Didn't they actually test that the UI changes were sane?
by Cadde
Sun Jan 13, 2019 6:51 pm
Forum: Mods
Topic: [MOD 0.16] Pipelayer
Replies: 1
Views: 4064

Re: [MOD 0.16] Pipelayer

Interesting! Will definitely try this one out as fluids are a PITA to route around and loading/unloading them takes hella more space than using bulk rail loaders.
I even considered making my own bulk loader for fluids because of this. Now i see i most likely won't have to!

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