Search found 582 matches

by Reika
Wed Aug 05, 2020 11:59 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 6764

Re: [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

I just got an error which seems like the same issue, from my having just added rail chain signals as technical entities to add glow to plants (which worked in a testing save, no less): It also corrupted the save, though it appears to have put the corruption in a "tmp" file instead, with th...
by Reika
Sat Aug 01, 2020 4:34 am
Forum: Modding interface requests
Topic: "Placeable in fog of war" and "ignore reach limits" flags on item/entity
Replies: 0
Views: 545

"Placeable in fog of war" and "ignore reach limits" flags on item/entity

I have an orbital radar "strike orderer" (and associated "orbital radar scan" that reveals the area) that used to work back when I added it in 0.15 (via use of the "on put item" event, which seemed to track the attempt to place an item), but as of sometime between 0.16 ...
by Reika
Sun Jul 26, 2020 10:51 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 31894

Re: EndgameCombat - Defend your base against lategame enemies with ease

When installing a long-distance radar, vanilla radar is installed. When I install the orbiting laser satellite, the usual radar is again installed. The handheld scanner makes a sound, but nothing changes. If you build everything with drones, then 50/50 either vanilla radars are installed, or the ga...
by Reika
Sun Jul 26, 2020 10:50 pm
Forum: Reika's Mods
Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
Replies: 12
Views: 6943

Re: RubberBelts - Easier belt laying in the early game without substantially changing progression

I'm pretty sure my problem is with the AAI industry recipe which should be motor+rubber. The error comes up when both mods are loaded and I managed to get it working without AAI Industry but that's also an essential one for me. Anyone know the problem? ='( I fixed an issue like that a long time ago...
by Reika
Sun Jul 26, 2020 7:22 pm
Forum: Modding interface requests
Topic: Resource specific mining productivity control via tech or similar
Replies: 0
Views: 480

Resource specific mining productivity control via tech or similar

As per the title; maybe a modifier on the force, maybe something else, as long as you can manipulate it via both techs and script.
by Reika
Sun Jul 26, 2020 4:03 pm
Forum: Modding interface requests
Topic: Artillery turret targeting logic control
Replies: 3
Views: 1048

Re: Artillery turret targeting logic control

So you are saying it uses the constant as predictive radious and doesn't account for the changes your mod does? Effectively yes. I used the prototypes to add a radius-15 AoE of damage (no scripting) and it does indeed fire shots at "will already be dead from the first hit" spawners nearby...
by Reika
Sun Jul 26, 2020 4:06 am
Forum: Resolved Problems and Bugs
Topic: Biters (medium and above) able to reach through TWO layers of wall
Replies: 5
Views: 3817

Biters (medium and above) able to reach through TWO layers of wall

I have a video and a save demonstrating this just now with modded walls and green biters, but I first noticed it back in May with vanilla walls and red biters. Additionally, even on the modded versions nothing related to biter attack or hitbox or wall hitbox have been changed, which I confirmed with...
by Reika
Sat Jul 25, 2020 9:21 pm
Forum: Modding interface requests
Topic: Artillery turret targeting logic control
Replies: 3
Views: 1048

Artillery turret targeting logic control

In particular, the ability to add or remove entity types from the "valid targets" (so I can make them ignore lone worms, or also target some modded entity), the ability to prioritize bases relative to one another (eg spitter spawners over biter ones), or the like. An additionally useful th...
by Reika
Sun Jul 19, 2020 2:13 am
Forum: Implemented mod requests
Topic: Ability to specify icon for 'nothing' technology effect?
Replies: 7
Views: 2304

Re: Ability to specify icon for 'nothing' technology effect?

Sorry, this isn't going to happen. I looked at implementing this when I added the 'nothing' effect but because effects on technologies aren't linked to any specific prototype (they are just a list of things on a technology prototype - and can have multiple identical ones with different icons) there...
by Reika
Sat Jul 18, 2020 9:30 pm
Forum: Implemented mod requests
Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Replies: 18
Views: 4439

Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal

I've looked into it, and it is just not optimized for your use case. Script redering system doesn't have any spacial organization so during rendering every object is checked for validity and if it collides with viewport, so that's the FPS impact. If the rendering object is bound to an entity and th...
by Reika
Sat Jul 18, 2020 9:29 pm
Forum: Already exists
Topic: [ALREADY EXISTS] Car/tank prototype param "can interact with inserters/loaders"
Replies: 0
Views: 1195

[ALREADY EXISTS] Car/tank prototype param "can interact with inserters/loaders"

This would be very helpful for technical entities, or ones which "realistically" should not interact with inserters. I have the helicopter mod in mind here, which currently is forced to script-disable all inserters nearby to prevent the heli from being inserted into, as it is internally a...
by Reika
Sat Jul 18, 2020 9:28 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27341

Re: Geothermal - A clean, but powerful power source all day long

Reika I'm a huge fan of your Rotarycraft mod for Minecraft, it also remains one of my top visited video series on Youtube. Quite excited to discover you're making mods for my favorite game, Factorio. Definitely giving this (and some of your other mods) a try on a new world, thanks once again for yo...
by Reika
Thu Jul 16, 2020 3:04 am
Forum: Pending
Topic: Tree generator "richness" param still has effect without being modifiable in map creation menu AND defaults to half-dead
Replies: 2
Views: 914

Re: Tree generator "richness" param still has effect without being modifiable in map creation menu AND defaults to half-

Testing further, I cannot reproduce it anymore either, even with the full suite of mods. Either something changed my map settings early on, or it was fixed - either in vanilla or a mod - since the map was first created in late May or early June.
by Reika
Wed Jul 15, 2020 2:53 pm
Forum: Pending
Topic: Tree generator "richness" param still has effect without being modifiable in map creation menu AND defaults to half-dead
Replies: 2
Views: 914

Tree generator "richness" param still has effect without being modifiable in map creation menu AND defaults to half-dead

That is, the default state of the tree generator richness is 50% of the max value, such that all freshly genned forests look like they are already half-dead, and that the map creation menu (as of the new one in 0.17) has no way of changing that richness, forcing you to use a mod or commands to do so...
by Reika
Wed Jul 15, 2020 2:43 pm
Forum: Implemented mod requests
Topic: Ability to specify icon for 'nothing' technology effect?
Replies: 7
Views: 2304

Re: Ability to specify icon for 'nothing' technology effect?

It would be nifty if it was possible to supply an icon for the 'nothing' technology effect, be that an `icons` parameter, a reference to some thing that has an icon, or perhaps something completely different. As an example use-case, specifying that used-up uranium fuel cells become available upon u...
by Reika
Wed Jul 15, 2020 2:43 pm
Forum: Modding interface requests
Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
Replies: 8
Views: 1842

Two improvements to player.add_custom_alert: position instead of entity, and duration

As per the title, the ability to give a Position instead of a LuaEntity would be very useful, as would the ability to specify how long the alert lasts. "Structure damaged" alerts already last longer than the "Turret Firing" ones, so I know the system already has something of a me...
by Reika
Wed Jul 08, 2020 4:05 pm
Forum: Implemented mod requests
Topic: "On fluidbox flushed" event to fix fluid void exploits
Replies: 3
Views: 1574

Re: "On fluidbox flushed" event to fix fluid void exploits

Will this be enough? on_player_flushed_fluid Called after player flushed fluid Contains player_index :: uint: Index of the player fluid :: string: Name of a fluid that was flushed amount :: double: Amount of fluid that was removed entity :: LuaEntity: Entity from which flush was performed only_this...
by Reika
Tue Jun 30, 2020 5:35 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27341

Re: Geothermal - A clean, but powerful power source all day long

Malidictus wrote:
Mon Jun 29, 2020 3:01 pm
Random-seeming question, but - how does this mod work with existing campaigns? If I already have a map that's been generated and explored to some extent, THEN add this mod... Will Thermal patches turn up anywhere?
You will need to generate new chunks; I never added retrogen capability.

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