Search found 7 matches

by TheOddler
Fri Jan 08, 2021 4:19 pm
Forum: Mods
Topic: [Mod 1.1] Auto Track Laying
Replies: 0
Views: 801

[Mod 1.1] Auto Track Laying

It's a simple mod that automatically builds tracks from ghosts when you walk over them. It also works while in a train or other vehicle. Download: https://mods.factorio.com/mod/auto-track-laying It was inspired by Gromit in The Wrong Trousers: https://youtu.be/jrmZIgVoQw4?t=94 It's meant as a less t...
by TheOddler
Wed Jan 06, 2021 1:53 pm
Forum: Mod portal Discussion
Topic: GitLab support
Replies: 13
Views: 4291

Re: GitLab support

I agree, Gitlab support would be very nice. The main reason I use Gitlab is because they allow for bigger free repositories, and the server is actually open-source as well. Github has good support for open source project, but their server code isn't open-source, which feels disingenuous. On top of t...
by TheOddler
Sat Jan 06, 2018 3:37 pm
Forum: Duplicates
Topic: [0.16.15] Inconsistent inserter to splitter behaviour
Replies: 3
Views: 1696

Re: [0.16.15] Inconsistent inserter to splitter behaviour

It's by deisgn that the items are dropped 'after' the splitter (so they aren't split), however it can't be by design that they end up on the other lane of the belt. This breaks certain blueprints when rotate, which can't be what they want.
by TheOddler
Fri Dec 22, 2017 9:59 pm
Forum: Not a bug
Topic: Mod startup settings should be stored on the save file
Replies: 2
Views: 1730

Re: Mod startup settings should be stored on the save file

Perhaps there should be a fourth settings type. Something that has to be fixed when starting a new game and can't be changed later. It however doesn't need to be known when factorio is loading. This setting should then also be saved. "savegame-global" or something. I, for instance, made a ...
by TheOddler
Mon Sep 04, 2017 8:27 am
Forum: Modding help
Topic: Prevent bot upgrades to apply to mod-bots?
Replies: 4
Views: 1778

Re: Prevent bot upgrades to apply to mod-bots?

The only way to make this not apply, is to make the bot something other than a logistic or construction robot, which will also prevent it from performing the task you want it to do. Shame :( Ahh well, I now just made them half as fast, which is really slow at the start but good enough for the begin...
by TheOddler
Sun Sep 03, 2017 3:08 pm
Forum: Modding help
Topic: Prevent bot upgrades to apply to mod-bots?
Replies: 4
Views: 1778

Re: Prevent bot upgrades to apply to mod-bots?

It looks like the upgrades use a modifier, when I look in `Factorio\data\base\prototypes\technology\technology.lua` there are several technoligies with as effect: effects = { { type = "worker-robot-speed", modifier = 0.35 } } Any idea how to prevent the effect of this on my early-game bots?
by TheOddler
Wed May 17, 2017 10:42 pm
Forum: Modding help
Topic: Prevent bot upgrades to apply to mod-bots?
Replies: 4
Views: 1778

Prevent bot upgrades to apply to mod-bots?

I've created a simple mod that adds early-game bots. They are to be worse versions of the later bots. The main thing that would make them worse it that they don't enjoy upgrades. However, I couldn't find how to prevent the new bots from getting those upgrades, so they can never carry more than 1 ite...

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