Search found 124 matches

by billbo99
Tue Aug 04, 2020 11:27 am
Forum: Releases
Topic: Version 0.18.42
Replies: 28
Views: 9424

Re: Version 0.18.42

Its showing up as published in steamdb .. 18hrs ago .. build_id 5366025
<https://steamdb.info/app/427520/depots/>

I have found I need to exit and restart my steam client for it to detect an update for games sometimes.
by billbo99
Sat Aug 01, 2020 4:57 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 4488

Re: Better Compression (Stacking/Boxing/Pallets) Support

I create deadlock_stacked_recipes while playing a mod pack that had speed-25 modules. We found it impossible to feed the amount of resources needed to feed an assembley machine surounded with 12 beacon. You also quickly hit the 1x craft per tick limit. As such someone suggested that we could use the...
by billbo99
Sat Aug 01, 2020 4:48 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 4488

Re: Better Compression (Stacking/Boxing/Pallets) Support

I think this a difficult change to Factorio. There should be no difference in counting items. A compressed item with 20 iron ore should count as 20 iron ore and not as 1 compressed iron ore. This would solve all issues with the brocken statistics/inventory containsr. Recipes have fixed ingredients,...
by billbo99
Wed Jul 29, 2020 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Replies: 8
Views: 2284

[kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand

Pressing 'Q' to get a ghost item in hand of an item you do not have in your inventory. Pressing 'Q' a second time will not clear the hand, the ghost item will still stay in hand. The only way I found to clear the hand was to press 'Q' on a building I had in my inventory. Or pressing a number mapped ...
by billbo99
Wed Jul 29, 2020 3:48 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 8747

Re: Version 0.18.37

Think we might have a bug .. Pressing 'Q' to get a ghost item in hand, then pressing 'Q' again will not clear the hand. The ghost item will still stay in hand.
by billbo99
Fri Jul 24, 2020 10:43 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 17171

Re: Friday Facts #357 - Nuke

How does the downgrade work when there are multiple tiers in the upgrade planner.

Would all the Blue belt downgrade to the original belt colour, or would they just goto Red ?
belt.PNG
belt.PNG (139.72 KiB) Viewed 7315 times
by billbo99
Fri Jul 24, 2020 10:32 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 17171

Re: Friday Facts #357 - Nuke

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor. I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ? It was damaged, but not killed Thanks for the clarification, for some reason I had it in m...
by billbo99
Fri Jul 24, 2020 10:20 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 17171

Re: Friday Facts #357 - Nuke

Question .. In the bottom video at the top of the screen there is a is a nuclear reactor.

I can see it getting damaged by the atomic bomb .. shouldn't that have caused it to go into meltdown and explode too ?
by billbo99
Sun Jun 14, 2020 10:14 pm
Forum: Won't implement
Topic: register_on_entity_inventory_changed()
Replies: 1
Views: 225

register_on_entity_inventory_changed()

In 0.18.31 .. LuaBootstrap::register_on_entity_destroyed() .. was added. I was hoping that a DEV would add .. register_on_entity_inventory_changed() .. as a means for modders that want to keep an eye on the inventory of a specific entity, instead of keep polling on Tick updates looking for changes. ...
by billbo99
Thu May 28, 2020 4:19 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 6920

Re: Version 0.18.28

FactorioBot wrote:
Thu May 28, 2020 4:13 pm
  • Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
  • Improved save/load performance of mod script data.

Does any one have a reference posts on these two changes ?
by billbo99
Tue May 26, 2020 11:54 am
Forum: Modding interface requests
Topic: LuaPlayer.open_map(position, scale, surface)
Replies: 5
Views: 606

Re: LuaPlayer.open_map(position, scale, surface)

This feature would be helpful in Space Exploration where people are on multiple different surfaces, or with Factorissimo / Warptorio. Ideally if this could be added to the richtext support so when people click a map position and it goes to the console with [gps=x,y,surface]. The surface variable wou...
by billbo99
Fri May 15, 2020 1:47 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 10918

Re: Friday Facts #347 - New hope demo levels

I wonder how hard it would be to have the construction drones throw grenades to clear trees
by billbo99
Fri Apr 24, 2020 8:48 am
Forum: Resolved Problems and Bugs
Topic: 0.18.20 Bug with "Mod Settings"
Replies: 7
Views: 1574

Re: 0.18.20 Bug with "Mod Settings"

Out of curiosity, what is the use case for "hiding" mod settings ?
by billbo99
Fri Apr 24, 2020 8:10 am
Forum: Releases
Topic: Version 0.18.20
Replies: 16
Views: 7707

Re: Version 0.18.20

I have posted in the bug section too. https://forums.factorio.com/viewtopic.php?f=7&t=84141 I have some mods of my own, when I goto setting -> mod settings I get a blank screen saying there are no setting to change, when I know my own mod has several startup settings that can be altered.
by billbo99
Fri Apr 24, 2020 8:01 am
Forum: Resolved Problems and Bugs
Topic: 0.18.20 Bug with "Mod Settings"
Replies: 7
Views: 1574

0.18.20 Bug with "Mod Settings"

After upgrading to 0.18.20 I found that GUI displaying Mod Settings is all blank.

I know "Deadlock Stacked Recipes" (my mod) has startup setting that should be displayed
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by billbo99
Fri Apr 24, 2020 7:58 am
Forum: Releases
Topic: Version 0.18.20
Replies: 16
Views: 7707

Re: Version 0.18.20

Got a Bug ..

Under Settings -> Mod settings

All the options have gone
by billbo99
Thu Apr 16, 2020 7:32 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 10919

Re: [MOD 0.18.x] KenirasRandomRecipes

Looks like we have a rounding error with the "magazine" size getting set to 0 is my guess.
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by billbo99
Wed Apr 15, 2020 11:13 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 10919

Re: [MOD 0.18.x] KenirasRandomRecipes

I know currently you are changing the ratios of input and output for recipes, have you thought about randomizing the ingredients to make a recipe ? We tried https://mods.factorio.com/mod/randotorio but it doesnt scale so well, EG for one seed it needed 1.7k stone to make a single green science pack.
by billbo99
Mon Apr 13, 2020 4:27 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 10919

Re: [MOD 0.18.x] KenirasRandomRecipes

Hi ya .. can you please double check the speed you are setting the belt boxes too. In your code you have belt_speed x 18 in deadlock loaders its multiplied by 32 https://github.com/shanemadden/factorio-deadlock-beltboxes-loaders/blob/764a1b0751653bffd65f3552223e6124bdaa1916/prototypes/create_beltbox...
by billbo99
Sun Apr 12, 2020 11:35 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 10919

Re: [MOD 0.18.x] KenirasRandomRecipes

Hi .. can you please take a look at your "deadlocks_loaders_update.lua" code. With 0.18 deadlock loaders moved away from data.raw["loader"] to data.raw["loader-1x1"] While your there can you also add support for the loaders that get created by the mod "https://mods...

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