I couldn't wait for your survival wave mode, so I made my own:
https://mods.factorio.com/mods/Mylon/Hardcore_Survival
Search found 512 matches
- Sun Jan 22, 2017 1:50 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65475
- 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...
- 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...
- 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.
- 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.
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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!
- 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.
- 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.
- 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...
- 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.
- 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...