Search found 470 matches
- Sat Jul 27, 2019 11:54 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 286173
Re: Friday Facts #305 - The Oil Changes
I am playing with the oilchanges mod and so far there is one big drawback on the new system. I am trying to play like a noob. I research all the stuff from available tier, automate everything and then proceed to next tier. So far the biggest problem is switching to run power and smelting on solid f...
- Thu Jul 25, 2019 7:01 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211700
Re: Friday Facts #304 - Small bugs; Big changes
Um, guys, what if I tell you that there could be a solution to achieve all goals (realism, simplicity, game challenge) and satisfy everyone (devs, beginners & advanced players)? I proposed it few pages back already, but the more I think about it and the more I read new ideas here and see how (a...
- Thu Jul 25, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211700
Re: Friday Facts #304 - Small bugs; Big changes
I'm jumping on the bandwagon: Here's a mod that implements BOP only producing light oil, with petroleum gas accessible via early cracking.
Light Oil Only
In practice, I find the need for a water input for cracking a non-issue. You need water very soon anyway for sulfuric acid.
Light Oil Only
In practice, I find the need for a water input for cracking a non-issue. You need water very soon anyway for sulfuric acid.
- Thu Jul 25, 2019 5:24 pm
- Forum: Resolved Requests
- Topic: Document which calls raise events
- Replies: 2
- Views: 738
Document which calls raise events
Some but not all API calls can raise events, which may invalidate LuaObjects held by mods. It would be good if the documentation for the API calls indicated whether they raise events, so mod authors can know whether it is necessary to re-validate held references.
- Thu Jul 25, 2019 5:18 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211700
Re: Friday Facts #304 - Small bugs; Big changes
Why is the inserter chasing items pointlessly at all? Why can't the inserter compute the time and location where it would catch up to the item and see that the location is outside of its reach. It can then go for the next item right from the start. This would be simple if inserters moved at a const...
- Wed Jul 24, 2019 10:47 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 211700
Re: Friday Facts #304 - Small bugs; Big changes
After some consideration, I have a slightly different proposal: Change the Basic Oil Processing recipe to output only Light Oil. Add the Light->Petroleum gas cracking recipe to the Oil Processing tech. Move gas->solid fuel and heavy->solid fuel back to Flammables. Advantages over the current system:...
- Sun Jul 07, 2019 11:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298910
Re: [MOD 0.16] Xander Mod v2.1.1
viewtopic.php?f=65&t=54971eradicator wrote: ↑Sun Jul 07, 2019 8:51 pmI'm confused. Can things have more than one fuel category?
- Sun Jul 07, 2019 8:38 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298910
Re: [MOD 0.16] Xander Mod v2.1.1
One thing that would hopefully be easy to change would be allowing 'chemical fuel' (coke, solid fuel, etc.) to be used wherever 'crude fuel' can be used. I keep forgetting that trains can't take solid fuel, and it winds me up every time! In fact, I thought I'd already made that change to everything...
- Sun Jun 30, 2019 6:10 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298910
Re: [MOD 0.16] Xander Mod v2.1.1
That is very reassuring. In my last attempt (~2 month ago) i instantly hit the "no loaders" wallblock, and while loaders technically aren't required i know from my first (and longest) attempt in 1.5.x that i don't want to even try without loaders. Also from a rough look at the tech tree i...
- Sun Jun 30, 2019 5:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 105189
Re: [MOD 0.16] Bulk Rail Loaders
Hi, When BRL is used with other mod : Bio-Industries Bob's Functions Library Bob's Logistics The standard recipe for rail is removed. Instead it's replace with "Wooden straight rail". So the BRL beacame uncraftable due to that. I'dont really know who is reponsible for the disapearance of ...
- Sat Jun 29, 2019 8:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298910
Re: [MOD 0.16] Xander Mod v2.1.1
An official guarantee that all the research/recipe chains are free of loopholes/deadlocks. Smoothed balancing that guarantees that none of the things are ridiculously slow to produce (like oxygen was quite a while back). Yea...the really boring requests i know. But the missing loaders pretty much b...
- Fri Jun 28, 2019 9:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298910
Re: [MOD 0.16] Xander Mod v2.1.1
Are u the successor author of this mod, Therax? Are you co-authoring with Repofme1? So life of Xander mod is continued? :D I did get permission from Repofme1 to release a fork. I haven't heard from him in months, but if he pops up again with a new version of XM I would be happy to hand the reins ba...
- Sun Jun 23, 2019 6:26 am
- Forum: Not a bug
- Topic: icon_size prototype specification breaks with size 1
- Replies: 4
- Views: 920
Re: icon_size prototype specification breaks with size 1
It’s likely something that is creating recipe icons for void recipes to destroy items, and is using “icons” to build a composite icon with an overlay over or under the item icon, and it’s that mod that has the bug. It’s probably something in the PyMods suite.
- Wed Jun 19, 2019 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.50] Rail collision rectangle not symmetrical
- Replies: 6
- Views: 2837
Re: [0.17.50] Not sure,New Rail sizeing vs New Power Big electric pole size
This is probably related to the collision box change for curved-rail that was made to fix this: 71990
- Mon Jun 17, 2019 6:44 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 105189
Re: [MOD 0.16] Bulk Rail Loaders
I know why you look for the rail. That's not what I'm talking about. It's the "if rail then" part. You expect that you might not find a rail. As long as there is an "if rail then" there must be an "else" for the code to be correct. Sorry, you are correct. I misundersto...
- Mon Jun 17, 2019 6:14 am
- Forum: Modding interface requests
- Topic: [0.17.x] demo-resource-autoplace.lua sucks
- Replies: 20
- Views: 5333
Re: [0.17.x] demo-resource-autoplace.lua sucks
How would that work in cases where the new resources are derived off the old ones? I.e. as a rough example i need a deravative resource for *every* resource. Let's call it "contaminated xyz-ore". As i need every other ore to exist, data-updates is the earliest place i can create these res...
- Mon Jun 17, 2019 4:56 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 105189
Re: [MOD 0.16] Bulk Rail Loaders
Sure, it shouldn't happen. But it can happen or you wouldn't check for it. I think it can happen with waterfill as that drowns even unminable entities. Actually, I check for it because chests don't have a concept of direction, they always point "north." So I need to know the direction of ...
- Sat Jun 15, 2019 5:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 105189
Re: [MOD 0.16] Bulk Rail Loaders
Problem is that if the first loop doesn't find any rails then you don't add an entry in the directions array so the second loop will a) get out of sync and b) overflow the array dimensions. I fixed that by adding a dummy direction when no rail is found: You should never have a BRL without rails und...
- Fri Jun 14, 2019 6:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.49] cut-paste-tool ignores minable and not-deconstructable flag
- Replies: 1
- Views: 1860
[0.17.49] cut-paste-tool ignores minable and not-deconstructable flag
Background: Using the cut-paste-tool should be identical to creating a blueprint of the area, and then selecting the same area for deconstruction with a deconstruction-planner with empty filter settings Observed: Setting an entity as not minable (entity.minable = false) or putting the 'not-deconstru...
- Wed Jun 12, 2019 10:38 pm
- Forum: Modding interface requests
- Topic: [0.17.x] demo-resource-autoplace.lua sucks
- Replies: 20
- Views: 5333
Re: [0.17.x] demo-resource-autoplace.lua sucks
So part of the changes to the system so far is to not define the total counts in the autoplace data of the resource itself, but make that external of it (still in data, just defined somewhere other than on each resource), so when each resource is defined doesn't matter as long as they all have uniq...