Search found 158 matches

by Linver
Thu Mar 19, 2020 1:25 pm
Forum: Modding help
Topic: [0.18.X] Resource map preview behaviour
Replies: 2
Views: 684

Re: [0.18.X] Resource map preview behaviour

Oh, thank you for the tip, I can't deduce this from the documentation because map_grid haven't a description.
by Linver
Thu Mar 19, 2020 10:47 am
Forum: Modding help
Topic: [0.18.X] Resource map preview behaviour
Replies: 2
Views: 684

[0.18.X] Resource map preview behaviour

Hi to all. As described in the title: https://i.imgur.com/yl3FXBh.png https://i.imgur.com/4JSKDce.png This is a modded resource. Hovering the mouse on the resource, in the map, change the visibility of resource patchs, some resource patch appear. I look many times the definition of this resources an...
by Linver
Wed Mar 18, 2020 5:40 pm
Forum: Modding interface requests
Topic: find_entities(_filtered) by entity position
Replies: 7
Views: 1532

Re: find_entities(_filtered) by entity position

Is very easy find cases when is needed to know if an entity exist in a position, for example I use a list of entities that I process slowly on tick to reduce the volume of operation in the same instant. When this list of entities is overpopulated, will be helpful know if that entity exist in the la...
by Linver
Wed Mar 18, 2020 2:50 pm
Forum: Modding interface requests
Topic: find_entities(_filtered) by entity position
Replies: 7
Views: 1532

Re: find_entities(_filtered) by entity position

Is very easy find cases when is needed to know if an entity exist in a position, for example I use a list of entities that I process slowly on tick to reduce the volume of operation in the same instant. When this list of entities is overpopulated, will be helpful know if that entity exist in the las...
by Linver
Sun Mar 15, 2020 1:45 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

Air0r wrote: ↑
Sun Mar 15, 2020 12:43 pm
is this mod compatible with Yuoki's set of mods or Bioindustries?
Not tested, probably no. Will be done? Probably no too, if someone helps us directly maybe.
Last guy that try to do the compatibility with K1 and bobs disappeared mistically.
by Linver
Sun Mar 15, 2020 12:23 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

if im understanding what hes saying those tech cards have a limited number of techs they can unlock so once all the techs are researched the tech cards are useless. hes asking for them to be added to some of the already available infinite techs so that they are still needed in some fashion forever ...
by Linver
Sun Mar 15, 2020 7:51 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

All good and well. I was hoping to see the advanced, matter, singularity tech cards be part of the existing infinity research so that the infrastructure made for those two don't go to waste after obtaining the intergalactic tranceiver. since infini research is mostly for those going big, wouldent b...
by Linver
Sun Mar 15, 2020 7:22 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

i already mentioned where you can find the one that indicates inserter performance is now *worse* than it was before. Please provide the saves and benchmark results for this: the save file i just tested with 25,000 miniloaders and 25,000 deadlock 1x1 compact loaders. Don't seems strange to me, don'...
by Linver
Sun Mar 15, 2020 7:17 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

really enjoying this, it's not completely different from vanilla like bobangels but feels completely new and exciting! Took a quick look at post rocket launch science before sleep and I gotta ask: is there no continues research to dump the post rocket research cards after unlocking the last buildin...
by Linver
Sat Mar 14, 2020 8:43 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already. Impossible, dev have abandon the loader prototype, so I decide to follow the energyless design Allow me to join this...
by Linver
Sat Mar 14, 2020 5:32 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

ptx0 wrote: ↑
Sat Mar 14, 2020 5:23 am
started a map with SE and had no trees. it was evil. love this mod. please give us trees :D
A bit of tree is necessary to make the mod work, u don't need much of it, configure better ur map setting
by Linver
Sat Mar 14, 2020 5:30 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

doc776@gmail.com wrote: ↑
Sat Mar 14, 2020 3:54 am
were there any new bitter types added here? if not, would you say evolution enemies or bobs enemies would be compatible?
Should be compatible
by Linver
Sat Mar 14, 2020 3:38 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

khalismur wrote: ↑
Fri Mar 13, 2020 9:34 pm
Looks great! Any ETA on RSO compatibility?
Maybe a week
by Linver
Fri Mar 13, 2020 8:32 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

Chloroform wrote: ↑
Fri Mar 13, 2020 4:07 pm
What game settings do you recommend starting a new map?

Also, looks awesome and can't wait to play! :)
Technology is a bit slow compared to vanilla so is better a green start area. Maybe a bit more richness of some resources
by Linver
Fri Mar 13, 2020 8:30 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

doc776@gmail.com wrote: ↑
Fri Mar 13, 2020 3:00 pm
By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
Impossible, dev have abandon the loader prototype, so I decide to follow the energyless design
by Linver
Fri Mar 13, 2020 8:51 am
Forum: Modding interface requests
Topic: Prototype/Boiler efficiency
Replies: 3
Views: 829

Re: Prototype/Boiler efficiency

Just set up multiplying for your electric energy source. local power = "600kW" local factor = 2 local value = tonumber(string.match(power, "%d[%d.,]*")) local unit = string.match(power, "%a+") local new_power = (factor*value) .. unit -- "1200kW" So you need t...
by Linver
Fri Mar 13, 2020 6:33 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 143860

Re: [MOD 0.18] KRASTORIO^2

starkita wrote: ↑
Thu Mar 12, 2020 5:30 pm
I know it's a lot to ask, but would you consider releasing tonight?
We are at limit of "on time", I'm sorry we can't
by Linver
Fri Mar 13, 2020 6:03 am
Forum: Modding interface requests
Topic: Prototype/Boiler efficiency
Replies: 3
Views: 829

Prototype/Boiler efficiency

Hi again!
Any chance to get efficiency property on Prototype/Boiler?
Is pratically impossible balance Prototype/Boiler if they EnergySource is electric, will be a free energy soruce.
by Linver
Thu Mar 12, 2020 2:22 am
Forum: Modding interface requests
Topic: Voidable burnt result in crafting machines
Replies: 2
Views: 745

Re: Voidable burnt result in crafting machines

https://forums.factorio.com/viewtopic.php?f=48&t=81457 Yeah that is the topic. The "invariant solution" is not very good, because leave the problem, crush the game could inform modders about the problem but still. Anyway what Deadlock said in the last post, about that fuel items shoul...

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