Search found 267 matches

by KiwiHawk
Thu Dec 08, 2022 10:51 am
Forum: Implemented mod requests
Topic: Accidental Gloabals
Replies: 3
Views: 849

Re: Accidental Gloabals

I used this code to do the checks:

Code: Select all

setmetatable(_G, {
  __newindex = function (_, n)
    error("attempt to write to undeclared variable "..n)
  end,
  __index = function (_, n)
    error("attempt to read undeclared variable "..n)
  end,
})
by KiwiHawk
Thu Dec 08, 2022 10:45 am
Forum: Implemented mod requests
Topic: Accidental Gloabals
Replies: 3
Views: 849

Accidental Gloabals

I was running a check on my mods, looking for variables that had accidentally been declared as globals. I found three in the base game: common\Factorio\data\core\lualib\util.lua -- This function takes 2 icons tables, and adds the second to the first, but applies scale, shift and tint to the entire s...
by KiwiHawk
Fri Nov 11, 2022 3:45 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251890

Re: Bugs & FAQ

Firejack wrote:
Fri Nov 11, 2022 12:11 am
Hey, got this error tonight.

Thanks for an awesome mod!
I've already fixed this, ready for the next version. Glad to hear that you're enjoying it ☺️
by KiwiHawk
Thu Nov 10, 2022 10:12 am
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 14689

Re: Remove Expensive Mode

Have you guys never played Marathon or something? Just FYI, Marathon game mode uses expensive mode recipes and it's not a simple multiplier. The way the devs carefully handpicked the amount of ingredients for every recipe is pretty brilliant IMO. Yes, I have played Marathon. The changes that Expens...
by KiwiHawk
Mon Nov 07, 2022 7:07 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Airat9000 wrote:
Mon Nov 07, 2022 9:10 am
not work SE! screen 2
There is nothing I can do about this. The dev for SE has specifically listed those mods as incompatible. It doesn't matter if they work or not, SE has blocked them.

Airat9000 wrote:
Mon Nov 07, 2022 9:10 am
and new mod postprocessing screen 1
Can you post a list of the mods you have enabled here please?
by KiwiHawk
Mon Nov 07, 2022 8:54 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Airat9000 wrote:
Mon Nov 07, 2022 6:18 am
By the way, I have a very important question. and you will combine it with Space Exploration or with Pyadon, which has a lot of mistakes
I don't understand what you're trying to ask sorry.
by KiwiHawk
Mon Nov 07, 2022 5:14 am
Forum: Implemented in 2.0
Topic: Remove Expensive Mode
Replies: 35
Views: 14689

Re: Remove Expensive Mode

Fully support! Ideally remove normal/expensive entirely. If not, some change would be very welcome! Release of Factorio 1.2 seems like the ideal time to do this. I've taken over maintenance of Bob's mods (as well as being dev for Sea Block). Bob's Library has some support for normal/expensive but it...
by KiwiHawk
Fri Oct 07, 2022 8:30 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Stop modding for a bit and play the expansion of course! I've no idea what it entails so no mod specific plans regarding it.
by KiwiHawk
Fri Oct 07, 2022 7:27 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

RocketManChronicles wrote:
Fri Oct 07, 2022 4:41 pm
Also, just to catch up, are you maintaining the mods in place of Bob?
Yes, that's right. Bob has mostly retired, just providing creative direction.

I'm also the dev for Sea Block, Circuit Processing, and Landfill Painting mods (all by Trainwreck). I contribute to Angel's mods and Helmod.
by KiwiHawk
Thu Oct 06, 2022 11:47 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

First thing to notice: The input/outputs are all screwed up. Where does the H2 and O2 go? The electrodes and slag should be 0. Also the electrolyzers run at 0% but produce stuff? This is the recipe order bug in matrix solver that I was referring to earlier. There is no demand for any of the product...
by KiwiHawk
Thu Oct 06, 2022 11:24 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Strelok wrote:
Tue Oct 04, 2022 10:32 pm
Hello I have an error loading factorio, with only
Bob's Metals, Chemicals and Intermediates, the game does not launch Factorio bug.png
You need to update Bob's Functions Library mod. I forgot to update the minimum required version, sorry!
by KiwiHawk
Thu Oct 06, 2022 11:20 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here. I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers ...
by KiwiHawk
Wed Oct 05, 2022 6:52 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 36569

Re: [1.1] bugs and balance issues.

Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here. Yes, I saw that. Thanks. I've not had a chance to investigate the issue yet. I'll post a proper followup once I have. But fear not, your report has not g...
by KiwiHawk
Mon Oct 03, 2022 5:40 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Not sure what you mean sorry. Can you take some example screenshot and annotate them, explaining how you'd like lines to link?
by KiwiHawk
Sun Oct 02, 2022 11:50 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

I've thought that perhaps matrix solver should operate just once, when you click the button. Rather than being a mode. Clicking matrix solve would reorder (if required), deduplicate, and set percentages.
by KiwiHawk
Sun Oct 02, 2022 11:47 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

You kind of can. To do this, you have to split it up into multiple blocks though. Each block can be set to calculate by input or by output. I've got plans to (try) change it so individual lines can link by input/output. Something like the Offshore pump pseudo recipe should obviously always calculate...
by KiwiHawk
Sun Oct 02, 2022 5:45 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

But what would be the point of it for matrix mode? Normally the order is important because an input for a recipe is only provided by another later entry. So if things are out of order then intermediates don't get build. But matrix mode just builds intermediates in whatever order they are, it's why ...
by KiwiHawk
Mon Sep 26, 2022 6:48 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

How would that work? You use Matrix mode when you have a loop so there is no order of items where every output is after all the recipes that have it as input. You have to cut the loop somewhere and as user I would be annoyed if the code puts a different recipe at the top than I picked. Shouldn't ma...
by KiwiHawk
Mon Sep 26, 2022 7:47 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Relevant to 03: It would be nice if items could be sorted (as long as there are no loops). If new items are inserter before the recipes for it's inputs then adding duplicates would be less likely too. But don't prevent duplicates from being added. Sometimes you want them because the output of the r...
by KiwiHawk
Mon Sep 26, 2022 7:35 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157729

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Pyanodons Alien Life 's moondrop-seeds for some reason trigger the Recipe selector (and the relatively slow «Wait list build») even though there's only one recipe ? I'm guessing that it's somehow related to how they make (and take) two distinct sets of items (one fixed, one random) ? Thanks for rep...

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