Search found 139 matches

by billbo99
Fri Jul 24, 2020 10:43 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55577

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 17345 times
by billbo99
Fri Jul 24, 2020 10:32 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55577

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 ...
by billbo99
Fri Jul 24, 2020 10:20 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 55577

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: 1101

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: 10895

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: 9
Views: 3729

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 ...
by billbo99
Fri May 15, 2020 1:47 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 32667

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: 4989

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: 13263

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: 4989

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: 13263

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: 84
Views: 35033

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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Capture.PNG (33.61 KiB) Viewed 6726 times
by billbo99
Wed Apr 15, 2020 11:13 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

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 ...
by billbo99
Mon Apr 13, 2020 4:27 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

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 ...
by billbo99
Sun Apr 12, 2020 11:35 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

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.factorio.com/mod/deadlock ...
by billbo99
Thu Apr 09, 2020 8:46 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

Re: [MOD 0.18.x] KenirasRandomRecipes

Seed = 39753

PLD bug it wont fire .. The beam requires more energy than the PLD provides ... probably need a check here to switch the pair of values around.

pld.attack_parameters.ammo_type.energy_consumption = 299kJ
pld.energy_source.buffer_capacity = 172kJ


["personal-laser-defense-equipment ...
by billbo99
Thu Apr 09, 2020 10:07 am
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

Re: [MOD 0.18.x] KenirasRandomRecipes

Somthing else to check is the robot's cargo wagon size ..

In our current seed, this has given the bots a starting cargo size of 0. However this does not stop them from working, instead they are able to carry a whole stack at a time.
by billbo99
Tue Apr 07, 2020 6:52 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

Re: [MOD 0.18.x] KenirasRandomRecipes

Thanks .. turrets are fixed


Got this error on using a different seed.

5.863 Mods to disable:Failed to load mods: Error while loading entity prototype "substation" (electric-pole): maximum_wire_distance must be <= 64
Modifications: Base mod › Keniras Random Recipes
by billbo99
Tue Apr 07, 2020 4:35 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

Re: [MOD 0.18.x] KenirasRandomRecipes

Another point for "laser_turret" and "PLD" .. the

attack_parameters.ammo_type.action.action_delivery.max_length
needs to match the
attack_parameters.range

Otherwise the lasers will shoot but do no damage until both match
by billbo99
Tue Apr 07, 2020 4:28 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 84
Views: 35033

Re: [MOD 0.18.x] KenirasRandomRecipes

Doing a compare of the data.raw from the save and a vanilla 0.18 save I see for "gun-turret" the properties were set to 0

attacking_speed
folding_speed
preparing_speed
rotation_speed
vehicle_impact_sound

"laser-turret" also had similar properties set to 0
folding_speed
preparing_speed ...

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