Search found 512 matches

by Mylon
Sun Jan 22, 2017 1:50 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 65475

Re: Friday Facts #169 - Combat revisit 2

I couldn't wait for your survival wave mode, so I made my own:

https://mods.factorio.com/mods/Mylon/Hardcore_Survival
by Mylon
Sat Jan 21, 2017 1:28 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

I wasn't too sure how I should be handling tree removal. It's not entirely within the scope of Concreep, but a neat and very related function. I'll probably just scan for all trees in the radius instead of only doing it at time of placing the concrete. I noticed the bottom/right edge problem but jus...
by Mylon
Wed Jan 18, 2017 2:52 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Prospectors should stop moving when they aren't working anymore because there's no more ore/veins in range to prospect so you can use that as an indication of whether it's done or not. Prospector Mk2s are meant to take a while so it is recommended you use multiple of them. Seams disappear entirely w...
by Mylon
Mon Jan 16, 2017 3:28 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

I pushed out a fix, HerrGohlem.
by Mylon
Mon Jan 16, 2017 1:21 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Oh, I guess that's what happens when you add it to a game after it starts. It's meant to run without bases, I'll have to decide how it works in a pre-existing game.
by Mylon
Fri Jan 13, 2017 4:25 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Yes, you have the right link for dirt path. I fixed my starter post with the right link. Also, no, walking is slower over dirt. And pollution is slightly worse. But that's why we have bricks and concrete! As for Prospector mod, been kinda lazy with the graphics. But miners are fast-replacable. The r...
by Mylon
Tue Jan 10, 2017 3:59 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Oh, good catch! You're right, it's a silly ugly typo. Thanks again.
by Mylon
Tue Jan 10, 2017 3:41 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

I added that segment because otherwise you can run into the shoreline and create land. There is a 3 tile margin of grass between any other terrain and water. I could add an extra condition to check if Waterfix is installed and instead only convert land tiles in the 2x2 area.
by Mylon
Tue Jan 10, 2017 3:37 pm
Forum: Modding interface requests
Topic: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
Replies: 9
Views: 2237

Re: [.14.21] luaEntity.logistic_network Bug or Doc Expansion

I don't have a problem with the name, but a note in the documentation would be handy. The wiki is nice for being able to add annotations, but the base information is woefully out of date.
by Mylon
Tue Jan 10, 2017 2:22 pm
Forum: Angels Mods
Topic: Smelting vs Petrochem Design decisions
Replies: 6
Views: 5098

Re: Smelting vs Petrochem Design decisions

While I can appreciate the complexity involved with adding alloys, I feel Bobs suffers from overreach and I would caution you to avoid succumbing to the same design. Vanilla Factorio is primarily about sequential processing. Copper cabling -> Green circuits -> Red Circuits -> Module 1 -> Module 2, e...
by Mylon
Tue Jan 10, 2017 2:07 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1243728

Re: Bugs & FAQ

Angel's won't start when I try to launch solo. This is the error I get: Error in assignID, resource-category with name 'angels-fissure' does not exist. Here's the mods enabled: "name": "angelstrigger-infiniteores-disablersomode", "name": "angelsrefining", &qu...
by Mylon
Tue Jan 10, 2017 6:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1243728

Re: Bugs & FAQ

Angel's won't start when I try to launch solo. This is the error I get: Error in assignID, resource-category with name 'angels-fissure' does not exist. Here's the mods enabled: "name": "angelstrigger-infiniteores-disablersomode", "name": "angelsrefining", &quo...
by Mylon
Mon Jan 09, 2017 2:46 pm
Forum: Modding interface requests
Topic: [.14.21] luaEntity.logistic_network Bug or Doc Expansion
Replies: 9
Views: 2237

Re: [.14.21] luaEntity.logistic_network Bug or Doc Expansion

How about making it clear that find_logistic_network_by_position() only counts the actual logistic area, and not the construction area. Since logistic networks and construction networks are so tightly bound together in game (only coming from roboports) I mistakenly thought I could use this function ...
by Mylon
Sun Jan 08, 2017 1:33 am
Forum: Implemented mod requests
Topic: bool surface.is_chunk_visible(force)
Replies: 0
Views: 569

bool surface.is_chunk_visible(force)

To make a mod I'm working on, I need the ability to see if a chunk is visible. This would be super handy. Alternatively, if I could access radar.prototype.max_distance_of_nearby_sectors_revealed and player.max_distance_of_nearby_sectors_revealed (or whatever it's called) I could figure it out myself...
by Mylon
Sat Jan 07, 2017 3:45 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

I added that in. Good catch, Nexela!
by Mylon
Fri Jan 06, 2017 4:11 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Prospector updated to 0.7.0. Fixed the bug where Mk 3 drills were returning Mk 2s when mined. Also simulated richness so this mod will emulate the richness setting of the map.
by Mylon
Thu Jan 05, 2017 8:00 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

I published a fix for Prospector and Bluebuild. Thanks for the reports.
by Mylon
Thu Jan 05, 2017 6:44 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

3. Depleted ore and ore veins have minability, but cannot be mined by hand or machine? Should they not just disappear from the map if they are depleted, like a normal patch of ore? Or can they somehow become undepleted later? Deleted ore can turn into ore veins, depleted ore veins can turn into ore...
by Mylon
Wed Jan 04, 2017 8:11 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 124979

Re: Mylon's Multiple Mods

Published my Prospector mod. Would be nice if I had some people using ore mods do some testing.
by Mylon
Tue Jan 03, 2017 9:16 pm
Forum: Modding interface requests
Topic: create_entity{fast_replace=true} used for ghosts
Replies: 3
Views: 1432

Re: create_entity{fast_replace=true} used for ghosts

I specifically want to emulate the fast_replace behavior when placing by hand, but allow bots to do it. Currently I create the ghost, and then check the ghost regularly if a bot is standing on it with the item and then do a create_entity call with {name=ghost.ghost_name, fast_replace=true}, which re...

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