Mylon's Many Mods

Topics and discussion about specific mods
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Mylon
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Re: Mylon's Multiple Mods

Post by Mylon »

As an optimization, Concreep tries to only check a band around the roboport. At the moment the placed ghosts expire. So patching that out should prevent that from happening. Though it still should not over-provision like this.

I put out an update. Hopefully this prevents this from happening in the future!

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Re: Mylon's Multiple Mods

Post by Mylon »

dangOreus is released! Feel free to try and conduct an orechestra in your own games!

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Re: Mylon's Multiple Mods

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Mylon wrote:dangOreus is released! Feel free to try and conduct an orechestra in your own games!
Evil!
Not even belts and powerpoles can be placed on the ores.

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Re: Mylon's Multiple Mods

Post by pieppiep »

I've encountered 2 problems with dangOreus.

When I place an electric mining drill on a place that also has uranium ore, the drill stops mining because I've just started and obvious don't have sulfuric acid yet.

On the map chuncks are getting 'unscanned' so that I get holes in the map screen.

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Re: Mylon's Multiple Mods

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pieppiep wrote:I've encountered 2 problems with dangOreus.

When I place an electric mining drill on a place that also has uranium ore, the drill stops mining because I've just started and obvious don't have sulfuric acid yet.

On the map chuncks are getting 'unscanned' so that I get holes in the map screen.
Features. Sulfiric acid occurs in chunks so you can mine around it. The map becomes nearly impossible to use later on and uncharting chunks helps mitigate the problem. The other (probably better) option is that I remove that feature from 0.15.

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Re: Mylon's Multiple Mods

Post by abordoli »

Will this put a water tile where a tile, wall or entity exists?
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~B

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Re: Mylon's Multiple Mods

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abordoli wrote:Will this put a water tile where a tile, wall or entity exists?
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~B
I assume you're referring to Global Warming? Water will not overcome walls or water-pumps. It can expand to cover entities (like belts and assemblers) and tiles (like concrete) and will destroy them.

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Re: Mylon's Multiple Mods

Post by abordoli »

Ah yes. "Global Warming" Sorry, I didn't notice that the thread was for all off your mods.

So if the factory is surrounded by walls...everything inside is protected, right?
~B

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Re: Mylon's Multiple Mods

Post by FuryoftheStars »

Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

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Re: Mylon's Multiple Mods

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abordoli wrote:Ah yes. "Global Warming" Sorry, I didn't notice that the thread was for all off your mods.

So if the factory is surrounded by walls...everything inside is protected, right?
~B
Yes, your base will be safe. But any resources not in your walls might be destroyed!

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Re: Mylon's Multiple Mods

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FuryoftheStars wrote:Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
Oil wells will revert back to their original output when using fracking, and then slowly drop down to their depleted rate.

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Re: Mylon's Multiple Mods

Post by abordoli »

Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
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~B

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Re: Mylon's Multiple Mods

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abordoli wrote:Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
Regards,
~B
That's something I meant to do with Dirt Path but never got around to.

Would you be willing to write the conversion table? {"grass","dry-grass"} -> {"dirt"} {"snow"} -> {"dark-snow"} {"dark-snow"} -> {"dark-dirt"} etc

The goal of a factory ought to be concrete everywhere so I never really took the time to build on Dirt Path.

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Re: Mylon's Multiple Mods

Post by FuryoftheStars »

Mylon wrote:
FuryoftheStars wrote:Hi, I'm curious at what rate Oil is pulled with the fracking mod once the slurry is required? IE, does it continue to pull the oil at the normal 10% depleted rate, or is it different?
Oil wells will revert back to their original output when using fracking, and then slowly drop down to their depleted rate.
Great, thank you!
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles

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Re: Mylon's Multiple Mods

Post by abordoli »

Mylon wrote:
abordoli wrote:Can the tile replacement for "Dirt Path" be easily changed? I'm in an all snow biome and I wouldn't mind "dark snow" over "dirt".
Regards,
~B
That's something I meant to do with Dirt Path but never got around to.

Would you be willing to write the conversion table? {"grass","dry-grass"} -> {"dirt"} {"snow"} -> {"dark-snow"} {"dark-snow"} -> {"dark-dirt"} etc

The goal of a factory ought to be concrete everywhere so I never really took the time to build on Dirt Path.
Sure, I'll write the conversion table. Is it OK to base it on Alien Biome tiles with vanilla back-ups?
~B

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Re: Mylon's Multiple Mods

Post by Mylon »

That's preferable! I love Alien Biomes.

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Re: Mylon's Multiple Mods

Post by abordoli »

I've been given the direction of decay-flow conversion from the author, so I'll have a conversion table soon once I muddle through it all.

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Re: Mylon's Multiple Mods

Post by abordoli »

On hold till 0.16 (See FFF#200).

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Re: Mylon's Multiple Mods

Post by Mylon »

I think the map gen makes better use of temperature/elevation/humidity than I had thought. I may be able to follow the pattern to draw a line from each tile type to desert. And use a bit of interpretation to squeeze in alien biome tiles in there.

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Re: Mylon's Multiple Mods

Post by Mylon »

I've been working a lot of softmods lately. If you want to add logistic mining to your server, I wrote Nougat Mining: https://github.com/Brickcaster/factorio ... mining.lua

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