Search found 148 matches

by thelordodin
Fri Oct 26, 2018 10:15 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 208542

Re: Friday Facts #266 - Cleanup of mechanics

I'm just going to go sit in the corner and cry now... I want to support bobingabout. He done so much great job for us, we all should respect it. I do understand "It's just beta, there will be breaking changes!" But I think this should be at least some support to modders, bobingabout - spe...
by thelordodin
Fri Jul 06, 2018 8:09 pm
Forum: Resolved Problems and Bugs
Topic: Smelter's input inserter stuck
Replies: 5
Views: 3873

Re: Smelter's input inserter stuck

Another illustration video - GIF
by thelordodin
Fri Jul 06, 2018 8:06 pm
Forum: Resolved Problems and Bugs
Topic: Smelter's input inserter stuck
Replies: 5
Views: 3873

Smelter's input inserter stuck

I've modded 2 smelting recipes: 1 iron => 50% steel 1 stone => 50% brick And one recipe is vanilla: 1 iron ore => 1 iron plate. Now I feed in one belt of mixed items (iron,stone,iron ore). The input inserter freezes after a while. When it does freeze the smelter has no items in input and no items in...
by thelordodin
Mon Jul 02, 2018 8:26 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120094

Re: [MOD 0.12.12+] Research queue 1.2.6

Hi just a few suggestions for whoever is maintaining current version (loving it working right now in 0.16 perfectly fine.) Hotkey: Shift-T or ctrl-T would be nice Rightclicking in the text field deleting the text there like it does in research/other search fields. When typing out something long and...
by thelordodin
Mon Jul 02, 2018 8:04 pm
Forum: Ideas and Suggestions
Topic: Friendlier Autosaves - on idle [simple to implement]
Replies: 7
Views: 2134

Re: Friendlier Autosaves - on idle [simple to implement]

"Player standing still" isn't the best check in my opinion, the most annoying ones for me is when I'm trying to do something in a menu, which usually requires you to be standing still. I don't have a better suggestion though. Maybe "and also no keystrokes and no mouse moves". I ...
by thelordodin
Mon Jul 02, 2018 7:45 pm
Forum: Ideas and Requests For Mods
Topic: Angels refining ore sorting, bob ores idea
Replies: 6
Views: 4543

Re: Angels refining ore sorting, bob ores idea

bobingabout wrote:if you like bob's mods on their own, well, I thank you, because I tried to make the game that I want to play, and if you prefer bob's only, that's just telling me you like what I like... and my hard work to make it happen.
I do. You are the best ^_^
by thelordodin
Sat Jun 30, 2018 6:43 am
Forum: Ideas and Suggestions
Topic: Friendlier Autosaves - on idle [simple to implement]
Replies: 7
Views: 2134

Friendlier Autosaves - on idle [simple to implement]

What:
- Check long is player idle (staying still).
- Save after 0.5 seconds staying still.
- Wait till for it 60 seconds
- If not staying still in 60 seconds - save anyway

Why:
- Less annoying for player
by thelordodin
Fri Jun 29, 2018 1:12 pm
Forum: Ideas and Requests For Mods
Topic: Angels refining ore sorting, bob ores idea
Replies: 6
Views: 4543

Re: Angels refining ore sorting, bob ores idea

Saphirite, Jivolite and Stiratite are all angel ores, not bob's ores. in bob's mods, every ore comes from it's own resource patch, and with a few exceptions (like cobalt from copper processing) the only way to get that ore is finding it's resource patch. it sounds like you just want to play without...
by thelordodin
Fri Jun 15, 2018 8:03 pm
Forum: Ideas and Requests For Mods
Topic: [Request]: An entity that can mimic an amount of combinators
Replies: 9
Views: 2697

Re: [Request]: An entity that can mimic an amount of combinators

By the way, this is not the first time this moding idea was suggested: https://forums.factorio.com/viewtopic.php?f=6&t=21928 That would be great if there was a poll for voting for mod ideas to be implemented. @thelordodin Yea, that was pretty much my approach, except for a few details like an ed...
by thelordodin
Fri Jun 15, 2018 7:42 pm
Forum: Ideas and Requests For Mods
Topic: Angels refining ore sorting, bob ores idea
Replies: 6
Views: 4543

Re: Angels refining ore sorting, bob ores idea

Sounds like Omnimatter https://mods.factorio.com/mod/omnimatter What I want is exactly opposite: I want each ore type to be valueable. Not equally valueable. Example gold: there should be "gold ore" and you can't extract gold from Saphirite. You'll have to explore and find gold ore. But m...
by thelordodin
Thu Jun 14, 2018 9:15 pm
Forum: Ideas and Requests For Mods
Topic: Angels refining ore sorting, bob ores idea
Replies: 6
Views: 4543

Angels refining ore sorting, bob ores idea

Angels refining ore sorting, bob ores idea I've been playing for a while with Bob's+Angel mods and I really liked. But I can't get rid of one thought about it. Refining makes game harder in one part, but it makes it easier in another. One part is that ore refining process is quite complex so you hav...
by thelordodin
Thu Jun 14, 2018 9:04 pm
Forum: Ideas and Requests For Mods
Topic: [Request]: An entity that can mimic an amount of combinators
Replies: 9
Views: 2697

Re: [Request]: An entity that can mimic an amount of combinators

My gut reaction, without investigating it properly, is that it could be possible but will be quite unfriendly for performance. There's Factorissimo which uses mini-surfaces and then there have been a few different wireless combinator mods, this idea is sort of a blend of the two. They're all very r...
by thelordodin
Fri Feb 09, 2018 2:31 pm
Forum: General discussion
Topic: What comes next in this sequence?
Replies: 22
Views: 8639

Re: What comes next in this sequence?

By the way, I wonder why noone thought about hardcore Seablock: - Remove all ores - Instead of removing all the land, dig out very many small lakes and walkable water - Place a lot of biters, but without big bases, so even when you destroy a base you can't just build base there This would result in ...
by thelordodin
Fri Feb 09, 2018 6:36 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120094

Re: [MOD 0.12.12+] Research queue 1.2.6

And which of them the technology you are speaking about belongs to?
by thelordodin
Thu Feb 08, 2018 7:18 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120094

Re: [MOD 0.12.12+] Research queue 1.2.6

This might be missing dependency or some mistake somewhere or mod system limitation. I can't fix it without knowing exact names of all your mods. I tried guessing the name but it didn't helped you. Though I'm happy to know that my other fix displayed a gray button instead of crushing the game ^_^. I...
by thelordodin
Tue Feb 06, 2018 6:26 pm
Forum: Minor issues
Topic: [posila][16.22][for 0.17] Error: "Unable to create sprite (1920X1080) probably..."
Replies: 1
Views: 1497

[posila][16.22][for 0.17] Error: "Unable to create sprite (1920X1080) probably..."

A minor bug. I'm using a notebook and I connect it to display. When I use notebook my resolution is 1366x768 and on display it's 1980x1080. If I reconnect it while game is running I have this error: 6675.270 Error Util.cpp:49: Unable to create sprite (1920X1080) probably not enough of video memory. ...
by thelordodin
Sun Feb 04, 2018 9:09 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120094

Re: [MOD 0.12.12+] Research queue 1.2.6

There is different code at 167 line. It seems that you are using some previous versions. I tried to fix this anyway: Try this one. 1.6.6 - Generic fix to crush at "__research-queue__/functions/update_queue.lua:169: in function 'updateQ'" - missing styles, - added pcall - Specific fix for A...
by thelordodin
Fri Feb 02, 2018 5:22 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120094

Re: [MOD 0.12.12+] Research queue 1.2.6

1.6.5 - Added hint with technology name to technology button - Fixed scroll didn't reset when filters change - Now you can shift-click or alt-click up button - this will result in x5 clicks, same for down button - Now you can control-click or right-click up button - this will result in x50 clicks (l...
by thelordodin
Tue Jan 30, 2018 8:50 pm
Forum: Mods
Topic: [MOD 0.16] Really Pressure Tanks [Finished!]
Replies: 0
Views: 744

[MOD 0.16] Really Pressure Tanks [Finished!]

I've just finished this mod: https://mods.factorio.com/mod/ReallyPressureTanks Makes vanilla and other mods' fluid tanks really high pressure and adapts pumps to this. Cons: fluid won't go into a tank without a pump. Pros: fluid will go of storage tanks really fast, even from almost empty tank, pump...
by thelordodin
Tue Jan 30, 2018 8:44 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2304

Re: [Request] Vertical Liquid Storage

I've implemented this idea give it a try if you wish to:
https://mods.factorio.com/mod/ReallyPressureTanks

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