Search found 17 matches

by jmickle_
Fri Jan 05, 2018 7:11 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346523

Re: Friday Facts #224 - Bots versus belts

I also agree that bots tend to ruin the fun of some parts of the game, having the "lazy" option of just putting down an assembler with one requester and provider is too tempting to pass up on when you're trying to solve a problem. When logistics was put behind purple/yellow science I was i...
by jmickle_
Wed Dec 13, 2017 11:57 pm
Forum: Duplicates
Topic: [OSX][0.16.1] Crash when placing an electric pole
Replies: 1
Views: 862

[OSX][0.16.1] Crash when placing an electric pole

Log file: https://hastebin.com/fiwadeveno.vbs Latest autosave: https://www.dropbox.com/s/1zjh1wwug2zfgwf/_autosave1.zip?dl=0 I was placing an electric pole next to a wooden pole, I had intended to replace it. I believe I was going to drag down over the wooden pole? Maybe that happened and caused the...
by jmickle_
Wed Dec 13, 2017 9:38 pm
Forum: Resolved Problems and Bugs
Topic: [16.0][macOS 10][iMac] Interaction with entities only possible with player in specific position
Replies: 36
Views: 10645

Re: [16.0][macOS 10][iMac] have to be on the right side...

I've had this bug too, on a macbook pro. A lot of entities would sometimes have very small or no hitboxes for me to select or highlight. Will try messing with the UI scaling to see if that works as a workaround! edit: no luck with the UI scaling. It often changes the behaviour of the issue it but do...
by jmickle_
Tue Sep 05, 2017 3:08 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 562712

Re: Yuoki Industries - Informations, Suggestions, Questions

Hi! Still having so much fun with this mod :) Just starting playing around with the motors and power, super fun new mechanics! I was wondering if it was possible to make some of the yuoki items work with productivity modules? I've found almost no recipes that work with them, stuff like the yuoki cir...
by jmickle_
Mon Aug 28, 2017 11:24 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152910

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

There are no longer any checkboxes in the recipe selector: http://imgur.com/a/s2Yfu
by jmickle_
Sun Aug 27, 2017 11:04 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152910

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

Hi, I can't find how to get recipes that I don't have unlocked yet? I often want to build setups for science or other items I don't have researched before I get to them and it doesn't appear I can use helmod to help with that any more. Am I just missing the setting somewhere?
by jmickle_
Sat Aug 05, 2017 12:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532850

Re: [MOD 0.14] AAI Programmable Vehicles

Hi, I just recently picked up AAI Programmable Vehicles again, and I'm now getting huge FPS drops when placing any vehicles from the mod. Even when holding just one automatic miner in the hand, on a compeletely new save, my FPS drops to around 15~20, and my UPS is down to 60. As soon as it's back in...
by jmickle_
Wed Aug 02, 2017 5:13 pm
Forum: Won't fix.
Topic: [0.15.32] [OSX] Sprites are invisible when leaving standby
Replies: 3
Views: 2214

[0.15.32] [OSX] Sprites are invisible when leaving standby

http://imgur.com/a/5b7jZ Sometimes when leaving standby; more often when in standby for extended periods of time, many graphics become invisible and fail to render at all. Not all sprites are affected, but I can't see any particular pattern to which ones are. Platform: macOS Sierra Version: 0.15.32 ...
by jmickle_
Thu Jun 29, 2017 12:18 pm
Forum: Won't implement
Topic: events.on_entity_finished_crafting
Replies: 2
Views: 1228

Re: events.on_entity_finished_crafting

That makes sense! Thanks for the response.
by jmickle_
Thu Jun 29, 2017 10:47 am
Forum: Won't implement
Topic: events.on_entity_finished_crafting
Replies: 2
Views: 1228

events.on_entity_finished_crafting

Hi, just a simple event request: An event that fires when an assembler or furnace (and possibly boilers?) finishes crafting an item, to enable custom behaviour with the result. This is already possible by cycling the entities every tick and checking if it has an item in the output, but I imagine an ...
by jmickle_
Mon Jun 26, 2017 11:22 am
Forum: Modding interface requests
Topic: Ghost Rail Pathfinding Interface
Replies: 0
Views: 657

Ghost Rail Pathfinding Interface

Hi, is it possible to expose the rail planning pathfinding (when you ghost plan to calculate routes between two positions) to the lua API? I want to implement automatic rail planning but having to implement A* through the API is very slow. Even with simple transport belt pathfinding, there can be bi...
by jmickle_
Wed Jun 21, 2017 1:01 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 43349

Re: If it's not a feature - it's maybe a Bug ?

I can't get a screenshot right now but the collision box for the small wooden cargo wagon is about a tile above the base of the wagon, when at a horizontal station I can't click on any inserters behind it that feed into it, I have to move the train out of the way first. Really enjoying the train stu...
by jmickle_
Fri Apr 14, 2017 5:07 pm
Forum: Texture Packs
Topic: [Release] Custom Ore Graphic
Replies: 1
Views: 2672

[Release] Custom Ore Graphic

Hi all! I am working on a mod for myself, which includes among other things a new type of ore. I decided to release the graphic I created for the new ore in case others would like to put it to use. Preview, graphic sheet and icon here: http://imgur.com/a/I0zSj Javascript code used to generate the gr...
by jmickle_
Fri Mar 17, 2017 3:02 pm
Forum: Mods
Topic: [Mod 0.14] Roots
Replies: 0
Views: 1101

[Mod 0.14] Roots

Roots is based around the simple idea of adding a mineable wood resource to the game. Through extension I have also added a weaker layer of technology (belt, inserter, mining drill) built from wood and stone, and changed the starting items to make a more feudal and slower start to the game. This has...
by jmickle_
Fri Feb 03, 2017 9:41 pm
Forum: Ideas and Suggestions
Topic: Exposing all player action to the Unit API
Replies: 3
Views: 1790

Re: Exposing all player action to the Unit API

That function isn't available to entities of type "unit". I was hoping to take one of two approaches to creating an AI character, either by having a "unit" type entity, that is capable of the player's functions, or being able to create a new "player" entity that I can c...
by jmickle_
Fri Feb 03, 2017 1:52 pm
Forum: Balancing
Topic: Slow start is annoying / Get rid of some basic research
Replies: 7
Views: 4302

Re: Slow start is annoying / Get rid of some basic research

Personally I think the slow start is absolutely essential for players just starting with the game. While not perfect, and there is clearly an issue for players who are more comfortable already, I think giving all of those suggested technologies to the player immediately will impede new players' lear...
by jmickle_
Fri Feb 03, 2017 1:31 pm
Forum: Ideas and Suggestions
Topic: Exposing all player action to the Unit API
Replies: 3
Views: 1790

Exposing all player action to the Unit API

Hi! Been really enjoying Factorio and have been very impressed with the modding API, I've done various experiments from small new items to seeing how far I could take a total conversion of the game to create something entirely new! For the most part it's been at least possible with some work if not ...

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