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Re: Mylon's Multiple Mods

Posted: Sun Jul 02, 2017 4:40 am
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!

Re: Mylon's Multiple Mods

Posted: Sun Jul 02, 2017 5:17 pm
by Mylon
dangOreus is released! Feel free to try and conduct an orechestra in your own games!

Re: Mylon's Multiple Mods

Posted: Sun Jul 02, 2017 8:59 pm
by pieppiep
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.

Re: Mylon's Multiple Mods

Posted: Sun Jul 02, 2017 10:12 pm
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.

Re: Mylon's Multiple Mods

Posted: Mon Jul 03, 2017 1:20 pm
by Mylon
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.

Re: Mylon's Multiple Mods

Posted: Sun Jul 09, 2017 8:36 pm
by abordoli
Will this put a water tile where a tile, wall or entity exists?
Regards,
~B

Re: Mylon's Multiple Mods

Posted: Mon Jul 10, 2017 5:25 pm
by Mylon
abordoli wrote:Will this put a water tile where a tile, wall or entity exists?
Regards,
~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.

Re: Mylon's Multiple Mods

Posted: Mon Jul 10, 2017 7:04 pm
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

Re: Mylon's Multiple Mods

Posted: Tue Jul 11, 2017 2:42 pm
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?

Re: Mylon's Multiple Mods

Posted: Tue Jul 11, 2017 2:49 pm
by Mylon
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!

Re: Mylon's Multiple Mods

Posted: Tue Jul 11, 2017 2:49 pm
by Mylon
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.

Re: Mylon's Multiple Mods

Posted: Wed Jul 12, 2017 12:17 am
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".
Regards,
~B

Re: Mylon's Multiple Mods

Posted: Wed Jul 12, 2017 2:32 pm
by Mylon
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.

Re: Mylon's Multiple Mods

Posted: Wed Jul 12, 2017 3:24 pm
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!

Re: Mylon's Multiple Mods

Posted: Wed Jul 12, 2017 8:18 pm
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

Re: Mylon's Multiple Mods

Posted: Sun Jul 16, 2017 12:38 am
by Mylon
That's preferable! I love Alien Biomes.

Re: Mylon's Multiple Mods

Posted: Sun Jul 16, 2017 10:22 pm
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.

Re: Mylon's Multiple Mods

Posted: Thu Jul 27, 2017 12:22 pm
by abordoli
On hold till 0.16 (See FFF#200).

Re: Mylon's Multiple Mods

Posted: Thu Jul 27, 2017 1:17 pm
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.

Re: Mylon's Multiple Mods

Posted: Mon Aug 14, 2017 4:10 pm
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