Search found 582 matches

by Reika
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: 775

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...
by Reika
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: 775

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...
by Reika
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: 27308

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

DarkShadow44 wrote:
Thu Jun 04, 2020 8:51 pm
Reika wrote:
Thu Jun 04, 2020 6:13 pm
I never merge PRs, but feel free to post the code fix, and I will add it myself provided it will work.
Okay then. As noted, "allowed_effects = {}" does fix the modules issue on the geothermal generator.
Done.
by Reika
Sun Jun 07, 2020 2:16 am
Forum: Reika's Mods
Topic: Dirty Mining - Dirty ores, with a twist or two
Replies: 14
Views: 8281

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...
by Reika
Sun Jun 07, 2020 2:12 am
Forum: Modding interface requests
Topic: Request: Tile pathfinding penalty weight
Replies: 0
Views: 518

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).
by Reika
Fri Jun 05, 2020 5:51 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52537

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...
by Reika
Thu Jun 04, 2020 6:13 pm
Forum: Reika's Mods
Topic: Dirty Mining - Dirty ores, with a twist or two
Replies: 14
Views: 8281

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...
by Reika
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: 27308

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...
by Reika
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: 27308

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...
by Reika
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: 27308

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 ...
by Reika
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: 27308

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...
by Reika
Fri May 22, 2020 5:02 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 53223

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...
by Reika
Fri May 22, 2020 4:05 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 53223

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...
by Reika
Thu May 21, 2020 5:38 pm
Forum: Not a bug
Topic: [0.17.0] Pick ghost item while crafting
Replies: 3
Views: 1132

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...
by Reika
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: 556

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...
by Reika
Sun May 17, 2020 5:48 am
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 26173

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...
by Reika
Fri Mar 20, 2020 7:06 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89169

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...
by Reika
Fri Mar 13, 2020 2:41 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 51748

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?
by Reika
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: 24752

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.
by Reika
Fri Jan 31, 2020 5:06 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 22146

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...

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