Search found 470 matches

by Therax
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...
by Therax
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...
by Therax
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.
by Therax
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.
by Therax
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...
by Therax
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:...
by Therax
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

eradicator wrote:
Sun Jul 07, 2019 8:51 pm
I'm confused. Can things have more than one fuel category?
viewtopic.php?f=65&t=54971 ;)
by Therax
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...
by Therax
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...
by Therax
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 ...
by Therax
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...
by Therax
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...
by Therax
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.
by Therax
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
by Therax
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...
by Therax
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...
by Therax
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 ...
by Therax
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...
by Therax
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...
by Therax
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...

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