Search found 63 matches

by Trblz
Sat Feb 29, 2020 3:37 pm
Forum: Not a bug
Topic: [0.18.9] Bots repairing damaged enemies?
Replies: 2
Views: 1100

Re: [0.18.9] Bots repairing damaged enemies?

oops, you can delete this post
by Trblz
Sat Feb 29, 2020 3:14 am
Forum: Not a bug
Topic: [0.18.9] Bots repairing damaged enemies?
Replies: 2
Views: 1100

[0.18.9] Bots repairing damaged enemies?

I am running 0.18.9. I have noticed that my robots are trying to repair the damaged enemies. See my screenshot https://imgur.com/a/HBD7syX or a more modded version https://youtu.be/LcmBhm9C7j4 https://i.imgur.com/pkGq3On.png Similar behavior seen with Necromant, Rampant, NE Evolved. 0.757 Loading mo...
by Trblz
Tue Feb 25, 2020 3:15 am
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 2301

Re: New smelting entities - advice on approach

I am missing something that should be right in front of me :roll: I define the new entity, recipe and technology for "cdmo-stone-furnace": --define new entity local fn1 = table.deepcopy(data.raw["furnace"]["stone-furnace"]) fn1.name = "cdmo-stone-furnace" fn1....
by Trblz
Mon Feb 24, 2020 7:47 pm
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 2301

Re: New smelting entities - advice on approach

I have made the new entities using the deep copy step.
Next is to figure out the data.raw change to redirect a vanilla ore from vanilla burner to my custom burner
by Trblz
Sun Feb 23, 2020 6:51 pm
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 2301

Re: New smelting entities - advice on approach

Yes deepcopy. Recipe: change name and result Item: change name and place_result Entity: change name and minable.result Best practice is to add a prefix to the name to avoid incompabilities with other mods. I.e. "trblz-dirty-furnace" What does item.place_result do? Wiki mentions "Name...
by Trblz
Sun Feb 23, 2020 6:00 pm
Forum: Modding help
Topic: New smelting entities - advice on approach
Replies: 7
Views: 2301

New smelting entities - advice on approach

I want to make a copy of the vanilla smelters to tweak some settings (extreme pollution). What is the best way to do this? Do a deep copy of data.raw and then update some values (like pollution rate, graphics and research)? How do I assign a modded item only to work for the new entities and not the ...
by Trblz
Tue Feb 04, 2020 3:25 am
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 35
Views: 19441

Re: [MOD 0.15.x] Necromant

I made a quick & dirty fix for 0.18

https://mods.factorio.com/mod/necromant-trblz


/edit: update - my fix was merged with the original mod https://mods.factorio.com/mod/necromant
by Trblz
Sat Oct 19, 2019 5:13 pm
Forum: Ideas and Suggestions
Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Replies: 8
Views: 3137

Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult

Most of the suggested difficult options would be quite incompatible with the lower tiers and therefore make multiplayer matchmaking harder and more exclusive. I even think, that newer players would be more hinderd by such changes, too get in touch or learn from more expirienced players. Although ha...
by Trblz
Sun Sep 15, 2019 5:26 pm
Forum: Mods
Topic: [Mod 0.17+] Echo Combinator
Replies: 3
Views: 1949

Re: [Mod 0.17+] Echo Combinator

https://mods.factorio.com/mod/echo-combinator The default name that it is listening to is "Alexa", altough you can change this in the options. You can use any item, fluid, virtual signal or recipe. If it's a recipe, the output will be the results of the recipe. It also works with linked i...
by Trblz
Sun Sep 15, 2019 3:33 pm
Forum: Ideas and Suggestions
Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Replies: 8
Views: 3137

Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult

I like the current Setting for the reason i can choose what i want for my game experience. There is always a learning curve in every game and i fail to see how easier recipes would change that. For me an easy recipe like basic oil processing (crude in, petroleum out) means I don't have to think abo...
by Trblz
Sat Sep 14, 2019 4:27 pm
Forum: Ideas and Suggestions
Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Replies: 8
Views: 3137

Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult

TL;DR Add Game Difficulty setting in Vanilla - easy, normal, difficult What ? In the recent FFFs, there have been a lot of improvements suggested/implemented in the game to make the learning curve less steep for new players. Examples are the anti-fluid mixing changes ( FFF-312 and before), the Oil ...
by Trblz
Fri Sep 13, 2019 1:35 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 71539

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I'm more concerned about the "perfectly grid aligned" aspect of the pattern. Looks like 4 mini-tiles per tile, perfectly parralell to normal tiles. Maybe it'd help to turn the grid 45Β°? or make the lines a bit more wavy. I like your idea so I just made a quick mockup to test it out. Here'...
by Trblz
Sat Sep 07, 2019 5:31 pm
Forum: Not a bug
Topic: [0.17.42] Recipe with probability has other result as befor the update
Replies: 3
Views: 1551

Re: [0.17.42] Recipe with probability has other result as befor the update

This thread is the closest i can find an answer to my question. In latest beta: Let's take Chemical Plant as example: ingredients: 5x steel-plate, 5x iron-gear-wheel, 5x electronic circuit, 5x pipe Now i am looking for the following probability behavior: Input: 5x steel-plate, 5x iron-gear-wheel, 5x...
by Trblz
Mon Sep 02, 2019 7:22 pm
Forum: Modding discussion
Topic: Recipe output probabilities - how does it work?
Replies: 8
Views: 3613

Re: Recipe output probabilities - how does it work?

Following your comment about probability in the 0 - 1 range If i use: results = { {type="item", name="main-product", probability=0.8, amount=1}, --this is the main product with 80% probability to succeed {type="item", name="by-product1", probability=0.2, amoun...
by Trblz
Mon Sep 02, 2019 6:39 pm
Forum: Modding discussion
Topic: Recipe output probabilities - how does it work?
Replies: 8
Views: 3613

Re: Recipe output probabilities - how does it work?

I am using the mod library as a bases for my own changes. The good thing of this lib is that i don't have to create a full library of new items. The recipes are added through the following procedure (in recipe.lua) function apm.lib.utils.recipe.result.add_with_probability(recipe_name, result_name, r...
by Trblz
Mon Sep 02, 2019 5:14 pm
Forum: Modding discussion
Topic: Recipe output probabilities - how does it work?
Replies: 8
Views: 3613

Recipe output probabilities - how does it work?

I want the output of my recipe products to work as followed using probabilities. Here's an example where the main product has 80% probability ("chance to succeed") and 20% probability to fail. results = { {type="item", name="main-product", probability=0.8, amount=1}, --...
by Trblz
Sun Sep 01, 2019 4:10 pm
Forum: Modding help
Topic: Assembly Machine - Recipe and output probabilities
Replies: 2
Views: 1550

Re: Assembly Machine - Recipe and output probabilities

eradicator wrote: ↑Sun Sep 01, 2019 3:06 pm Machines can not influence the content of a recipe (except for speed/productivity). They merely "execute" it, so you'll have to use a different recipe category + recipe prototype for each "chance level".
hmm....ok - thanks for confirming this.
by Trblz
Sun Sep 01, 2019 3:01 pm
Forum: Modding help
Topic: Assembly Machine - Recipe and output probabilities
Replies: 2
Views: 1550

Assembly Machine - Recipe and output probabilities

I am working on a mod where all machines will create waste/scrap. Its a twist on Amator Phasma's Recycling mod The idea is that all machines/smelters will produce waste/scrap and depending on the machine level, the chances for waste/scrap goes down but never to zero. The vanilla formula for green ci...
by Trblz
Sat Aug 24, 2019 2:12 am
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 128578

Re: Friday Facts #309 - Controversial opinions

Here's my approach/2 cents: in the attempt to make Factorio easier for beginners, I am afraid you're loosing some of the more experienced players. Simplifying the oil production or Pipes should work like electricity. All of these make it easier and more predictable for beginners. However for a more ...
by Trblz
Sun May 05, 2019 3:07 am
Forum: PyMods
Topic: Py Beginner advice - map settings / bus
Replies: 30
Views: 11780

Re: Py Beginner advice - map settings / bus

This is good information :)

Does anyone have a save file i can use to test? Prior to 0.17 my laptop was not running well with Py-mods due to the highres requirements. Now my laptop works fine with a 5k SPM base.

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