Search found 582 matches
- Tue Jun 09, 2020 4:29 pm
- Forum: Not a bug
- Topic: Apparent unit pathfinding bug, demonstrated with Construction Drones (Klonan Mod)
- Replies: 2
- Views: 779
Re: Apparent unit pathfinding bug, demonstrated with Construction Drones (Klonan Mod)
A mod is setting the drones to collide with rails, I don't see anything broken here in the game logic After back and forth experimentation, the root cause was actually the prototype caching holding onto an old collision mask (ie water-tile) from an early version of my attempt at the water pathfindi...
- Tue Jun 09, 2020 1:04 am
- Forum: Not a bug
- Topic: Apparent unit pathfinding bug, demonstrated with Construction Drones (Klonan Mod)
- Replies: 2
- Views: 779
Apparent unit pathfinding bug, demonstrated with Construction Drones (Klonan Mod)
The pathfinding on these has been...problematic for some time, but today it has broken completely; I noticed a drone doing a dance on a specific piece of rail, and when I ran over to it, more drones exited my inventory to join it, leaving me with multiple drones awaiting death by train. Worse, remov...
- Sun Jun 07, 2020 4:46 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27456
Re: Geothermal - A clean, but powerful power source all day long
Done.DarkShadow44 wrote: ↑Thu Jun 04, 2020 8:51 pmOkay then. As noted, "allowed_effects = {}" does fix the modules issue on the geothermal generator.
- Sun Jun 07, 2020 2:16 am
- Forum: Reika's Mods
- Topic: Dirty Mining - Dirty ores, with a twist or two
- Replies: 14
- Views: 8302
Re: Dirty Mining - Dirty ores, with a twist or two
Hello i recently added your mod.... and i have a small topic. I converted an iron or field to dirty ore and its dia little different from the original iron ore.... but on the belt the dirty iron ore is just the same as the iron ore. I would suggest to make the same change of the ore field to the it...
- Sun Jun 07, 2020 2:12 am
- Forum: Modding interface requests
- Topic: Request: Tile pathfinding penalty weight
- Replies: 0
- Views: 521
Request: Tile pathfinding penalty weight
That is, some way to make a given tile type have a custom specified penalty amount for biter pathfinding, so that, for example, you could make biters avoid a tile without making it completely impassable (eg shallow water, magmatic ground).
- Fri Jun 05, 2020 5:51 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52731
Re: Friday Facts #350 - Electric mining drill redesign
I am split on the redesign. The criticisms of the height, "solidity" of the sound, lack of easy visual distinction between with and without fluid, and of animation not matching mining area are all valid. And I personally am rather disappointed to see one of the last "classic" ent...
- Thu Jun 04, 2020 6:13 pm
- Forum: Reika's Mods
- Topic: Dirty Mining - Dirty ores, with a twist or two
- Replies: 14
- Views: 8302
Re: Dirty Mining - Dirty ores, with a twist or two
Hello i recently added your mod.... and i have a small topic. I converted an iron or field to dirty ore and its dia little different from the original iron ore.... but on the belt the dirty iron ore is just the same as the iron ore. I would suggest to make the same change of the ore field to the it...
- Thu Jun 04, 2020 6:13 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27456
Re: Geothermal - A clean, but powerful power source all day long
Agreed, that makes sense. Leaving my original question aside for now, would you accept pull requests for those issues? The speed module issue is an easy fix, no idea why setting "allowed_effects" to "nil" doesn't work, but "{}" certainly should. EDIT: Seems like mining...
- Sat May 30, 2020 6:05 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27456
Re: Geothermal - A clean, but powerful power source all day long
moving around only the pumps and carrying the heated water to a more permanent processing facility also makes no sense - the water would not remain heated during transport Well, but that's how it's currently implemented, no? You can easily move steam around, for example. Which is something I consid...
- Fri May 29, 2020 8:55 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27456
Re: Geothermal - A clean, but powerful power source all day long
No, I specifically tuned it not to have that. Oh, I see. May I ask why you decided for a constant value instead of having it variable with a certain average? I'm guessing a config option is also out of the question then. If so, would you mind if I make a mod that has yours as dependency and simply ...
- Tue May 26, 2020 11:34 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 27456
Re: Geothermal - A clean, but powerful power source all day long
Hi Reika, could we have a "depletion" behavior like with oil patches? I'm thinking along the lines of having different random starting yields that slowly shrink to a minimum yield. While not necessarily realistic, for balancing reasons this would seem useful to me. At the beginning it cou...
- Fri May 22, 2020 5:02 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 53465
Re: Friday Facts #348 - The final GUI update
Having gone over these in a lot more detail now, I have three reservations: 1) I am not sure I like the "glossy solid" look to the chemical icons (eg petroleum gas, sulfuric acid). The matte-texture space-filling model looked more like it was a representative icon, rather than it looking l...
- Fri May 22, 2020 4:05 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 53465
Re: Friday Facts #348 - The final GUI update
Those new icons look very nice, though once again that means tons of graphics redesign work for modders...
- Thu May 21, 2020 5:38 pm
- Forum: Not a bug
- Topic: [0.17.0] Pick ghost item while crafting
- Replies: 3
- Views: 1140
Re: [0.17.0] Pick ghost item while crafting
This is a specific design choice, the ghost entity cursor will always stay as ghost while being used. This is probably one of the biggest annoyances in regular gameplay, and is a source of constant irritation. I second the original poster in that all this does is constantly make the player A) consc...
- Thu May 21, 2020 4:23 pm
- Forum: Duplicates
- Topic: Ghost under cursor due to lack of item does not get replaced with "real" item after crafting more
- Replies: 1
- Views: 557
Ghost under cursor due to lack of item does not get replaced with "real" item after crafting more
That is, if you have say six inserters, and place all six, the cursor now becomes an inserter ghost. Even if you craft more inserters, or have queued crafts that finish, the ghost is not "re-replaced" with the inserter again; you have to switch items away and back. https://i.imgur.com/eOJx...
- Sun May 17, 2020 5:48 am
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 26276
Re: Friday Facts #347 - New hope demo levels
My point is, regardless of demo content, why not just restore the entire new hope campaign for retail version. It was a fun memory. I second this. I have actually been waiting for the campaign release so I could go back and play the old campaign, as a sort of revisit of when I first started playing...
- Fri Mar 20, 2020 7:06 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 89672
Re: Friday Facts #339 - Beacon HR + Redesign process
I cannot say I like the beacon design at all. Not because it looks bad , but because it looks so ill-fitting to both the rest of the game and the things it is built near, i.e. the very same context you said was a problem at the beginning of the FFF. Others have said it looks alien or super high fant...
- Fri Mar 13, 2020 2:41 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 51966
Re: Friday Facts #338 - The (real) Character GUI
In general I definitely like the changes, but why did you remove the logistic techs? I liked having to progressively upgrade.
And can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?
And can that functionality be restored in mods, or has it - as I suspect - been removed from the game engine entirely?
- Fri Feb 14, 2020 7:37 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 24867
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Rampant breaks the evo modification, and the pollution is not showing because it is too low; the "dynamic range" is greatly expanded.
- Fri Jan 31, 2020 5:06 pm
- Forum: News
- Topic: Friday Facts #332 - More sounds & Map color tweaks
- Replies: 53
- Views: 22242
Re: Friday Facts #332 - More sounds & Map color tweaks
I have to say, I hate the new belt sounds. They sound much more "metal on metal grinding" than the "whirring" of before, and unlike the combat robot sounds you mention right below, there appears to have been no effort made to make the different types harmonize (as much as a sound...