Search found 524 matches

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: 3017

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 The wiki is nice for being able to add annotations, but the base information is woefully out of date.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: 6059

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 ...
by Mylon
Tue Jan 10, 2017 2:07 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3897
Views: 1740608

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",
"name": "angelsaddons-oresilos",
"name ...
by Mylon
Tue Jan 10, 2017 6:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3897
Views: 1740608

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",
"name": "angelsaddons-oresilos",
"name ...
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: 3017

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: 706

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 ...
by Mylon
Sat Jan 07, 2017 3:45 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 160036

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: 306
Views: 160036

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: 306
Views: 160036

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: 306
Views: 160036

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 ...
by Mylon
Wed Jan 04, 2017 8:11 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 160036

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: 1910

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 ...
by Mylon
Tue Jan 03, 2017 7:42 pm
Forum: Modding interface requests
Topic: create_entity{fast_replace=true} used for ghosts
Replies: 3
Views: 1910

create_entity{fast_replace=true} used for ghosts

Example:

roboport.surface.create_entity{name="entity-ghost", position=belts.position, inner_name=p.name, direction = belts.direction, force=roboport.force, fast_replace=true}

Doing this under an existing entity already will summon a bot to try and fulfill the ghost, but the bot never places it ...
by Mylon
Tue Jan 03, 2017 7:38 pm
Forum: Modding interface requests
Topic: surface.create_entity() returns spill stack
Replies: 0
Views: 773

surface.create_entity() returns spill stack

Example:

Code: Select all

local ent, item = assembler[1].surface.create_entity{name=ghost.ghost_name, position=assembler[1].position, direction=assembler[1].direction, force=force, fast_replace=true}
ent is the entity as usual, item is the spill stack created by the fast_replace flag.
by Mylon
Tue Jan 03, 2017 5:15 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 160036

Re: Mylon's Multiple Mods

Made a huge update to Global Warming. Performance is greatly improved.
by Mylon
Sat Dec 31, 2016 11:56 pm
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 81782

Re: Friday Facts #169 - Combat revisit 2

I just want to restate that the combat bonuses (increased bullet damage, increased turret damage, etc) should come from increased manufacturing rather than a one time cost. Tier 2+3 gun turrets, tier 2+3 laser turrets, possibly even combat modules to increase range, increase fire rate, or increased ...
by Mylon
Sat Dec 31, 2016 2:25 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 160036

Re: Mylon's Multiple Mods

Got a publishable version of Belt Upgrader done. Since publishing I worked out a method to simulate fast-replace with bots, allowing putting down an entity without stopping the old one and preserving circuit connections so I need to rewrite a decent chunk of it to use this new method. Oh, and I ...
by Mylon
Fri Dec 30, 2016 6:25 am
Forum: Already exists
Topic: pickup_position and drop_position for ghost entities
Replies: 2
Views: 1971

pickup_position and drop_position for ghost entities

While trying to create a mod to search and auto-upgrade inserters, I ran into an error with ghosts causing errors. When I try to copy an inserter's pickup/dropoff locations onto a ghost, I get an error.

Here is the specific code:
roboport.surface.create_entity{name="entity-ghost", position ...
by Mylon
Thu Dec 29, 2016 5:52 pm
Forum: Ideas and Suggestions
Topic: Construction bot mining speed
Replies: 2
Views: 1091

Construction bot mining speed

Please add mining speed to construction bots.

This means they need to spend mining_time / mining_speed time to deconstruct or cut down trees. And maybe they need to spend the same amount of time placing an object.
Gotta keep those construction bots busy!
by Mylon
Mon Dec 26, 2016 11:57 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 160036

Re: Mylon's Multiple Mods

@theit8514:

Such a strange bug! Thanks for catching that.

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