Search found 151 matches
- Sun Sep 15, 2019 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Delay productivity items until recipe completion
- Replies: 0
- Views: 412
Delay productivity items until recipe completion
In FFF 309 it was mentioned that currently you don't get items back from crafting as discussed in this bug report . By changing recipes and thereby refunding ingredients after productivity has created one or more outputs, a player could use this to create additional products without consuming the in...
- Sun Sep 15, 2019 9:03 pm
- Forum: Ideas and Suggestions
- Topic: Bot queues on chests
- Replies: 0
- Views: 382
Bot queues on chests
In FFF 309 one of the ideas mentioned was that bots could take up space/time so that large amounts of bots trying to occupy the same space cause traffic jams and so you can't just scale them indefinitely. Performance reasons are mentioned as the main reason for not doing it, as the current approach ...
- Sun Sep 15, 2019 8:57 pm
- Forum: Ideas and Requests For Mods
- Topic: Various mining options
- Replies: 6
- Views: 1795
Various mining options
Just putting down some idle thoughts that I mentioned in discord a while back: Mountains that can be mined and act as obstacles; blowing them up uses up the resources. You can mine them for a long time before they deplete. Miners should be able to move slowly inward. Resources that deliberately have...
- Fri Sep 13, 2019 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts about optimizing bot assignments that can't be fulfilled
- Replies: 0
- Views: 398
Thoughts about optimizing bot assignments that can't be fulfilled
In FFF 256 , you mentioned that all the ghosts are put into a list and new orders are processed effectively in order, with only a small number being checked each tick. This can result in slowdown processing large blueprints as well as bot orders effectively getting 'stuck' behind uncompleteable orde...
- Thu Sep 12, 2019 1:56 am
- Forum: Not a bug
- Topic: Inserter forgets about fuel inventory.
- Replies: 3
- Views: 1315
Re: Inserter forgets about fuel inventory.
For the other machines, though, the inserters seem to switch over to fuel as soon as the machines run out. The one in question appears to be an exception.
- Sun Sep 08, 2019 3:09 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 355894
Re: [MOD 0.17+] Industrial Revolution (WIP)
It works well with FNEI. I don't know much about Helmod, have no current plans for it but will read requests. I know that Therenas has been working on something similar to Helmod and I made a couple of changes at their request so that IR's component system works better with that mod. Jup, Factory P...
- Sun Sep 08, 2019 2:48 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 355894
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
It feels odd to me that Laser doesn't require Optics. Is that intentional?
- Sun Sep 08, 2019 1:44 am
- Forum: Not a bug
- Topic: Inserter forgets about fuel inventory.
- Replies: 3
- Views: 1315
Inserter forgets about fuel inventory.
Sometimes, an inserter appears to forget about the fuel inventory and load exclusively into the item inventory of an assembler. In the attached save, note that the furnace immediately north of the character, making stone brick, is out of fuel. This is due to the bug. The inserter that feeds it will ...
- Sat Sep 07, 2019 9:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 355894
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
Ah, hah, my bad then.
And personally, my favourite nuclear mod to see integration with would be Realistic Reactors. And even just getting rid of the unrealistic ones altogether hehehe
And personally, my favourite nuclear mod to see integration with would be Realistic Reactors. And even just getting rid of the unrealistic ones altogether hehehe
- Sat Sep 07, 2019 9:08 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 355894
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
The mod portal page has the wrong license listed.
- Fri Aug 30, 2019 2:59 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 185726
Re: [0.17.x] Bob's Mods: General Discussion
If memory serves from discussions on Discord, the way fluid generators work is as follows: fluid_usage_per_tick sets the maximum amount of fluid that the generator burns each tick. If scale_fluid_usage is false, then this is always consumed regardless of power output. If scale_fluid_usage is true, t...
- Fri Aug 02, 2019 1:48 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
Regardless of what gets decided about who is going to maintain what going forward, I hope that the repository is made public so that it's easy to submit pull requests.
- Thu Aug 01, 2019 2:05 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
If Angel has already decided how to proceed, that hasn't been made known to the readers of this thread, so conversations here are taking place without that knowledge.
- Thu Aug 01, 2019 12:05 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
The point of making a new repository would just be to get things moving, not to claim that I'm the best balancer out there. I don't have the experience in play to claim that I'm anything close to the best balancer out there. [Moderated by Koub] I did not make any claim to being the best at balancing...
- Wed Jul 31, 2019 5:29 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
The sulfur change really means that development needs to resume somehow, since it really upsets the current balance. I'd be tempted to set up a repo and start development in advance of receiving Angel's blessing, so that the community could start contributing bugfixes and possible solutions to the s...
- Sat Jul 27, 2019 8:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
Okay, fair, it's not so much "can't" as do not feel welcome to.
- Thu Jul 25, 2019 4:05 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376307
Re: Development and Discussion
Congrats! I agree with putting it up on GitHub as there's a lot of small bugfixes that could be easily done by others but currently we can't even submit pull requests. From there, having a trusted other modder or three to manage the code seems like a good plan.
- Thu Jul 25, 2019 4:03 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207240
Re: Bugs & FAQ
The wood cutting recipe should have saw blades as a catalyst ingredient: 71211
- Mon Jul 01, 2019 9:27 pm
- Forum: Modding interface requests
- Topic: Railway and Rail Segment controls
- Replies: 3
- Views: 1623
Re: Railway and Rail Segment controls
Controlling rail segments is one thing, but in order to have crossing rails, you'd also need some mechanism to control collision on the trains so that they don't crash into each other. The engine currently doesn't have any facility (that I can see) that allows this, unfortunately.
- Sat Jun 08, 2019 11:55 pm
- Forum: Implemented mod requests
- Topic: Heat and fluid energy sources at runtime
- Replies: 0
- Views: 492
Heat and fluid energy sources at runtime
Currently the heat and fluid (as well as void, but that could be inferred from absence of any others?) energy source prototypes are not accessible at runtime in the way that electric and burner interfaces are. It would be important for mods wishing to fully understand energy production/usage to be a...