Search found 711 matches

by Earendel
Fri Apr 26, 2019 3:55 pm
Forum: Implemented mod requests
Topic: enable scale_info_icons on storage-tank entity type
Replies: 1
Views: 649

enable scale_info_icons on storage-tank entity type

Can the scale_info_icons property from containers be enabled on the storage-tank icon?
by Earendel
Thu Apr 25, 2019 2:53 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

ctuncks wrote:
Thu Apr 25, 2019 9:55 am
Just wondering is it possible to build a landing pad in orbit, seems kind of frustrating trying to move material into orbit only to have it be scattered randomly everywhere.
Yes, that is recommended. I always take one with me whenever I go somewhere new.
by Earendel
Thu Apr 25, 2019 8:25 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

Meteor defence is planned, I was actually working on it tonight but I don't like how the graphics are going. good!but it falls a lot right on the base is not nice .. and idea more resources not only iron and copper, but cobalt, aluminum and iridium from you. Dynamic resources would be nice, it's ju...
by Earendel
Thu Apr 25, 2019 12:51 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

Meteor defence is planned, I was actually working on it tonight but I don't like how the graphics are going.
by Earendel
Wed Apr 24, 2019 4:58 pm
Forum: Implemented mod requests
Topic: Ability to specify a collision_mask for a gate barrier
Replies: 2
Views: 813

Re: Ability to specify a collision_mask for a gate barrier

Great, thanks. Funny how these things can can go so long unnoticed.
by Earendel
Wed Apr 24, 2019 1:05 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

A few things got messed up when I separated the mod from AAI Industry. Unlocking the recipe was one. I have just fixed it though so it should be there if you update.
by Earendel
Tue Apr 23, 2019 8:37 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

author find new bug mod Facorissimo 2019-04-23_22-46-44.png You have run out of tiles. Factorio can only load 255. You need to uninstall some mods to free up some tile slots. Yes all pre reqs were completed, the resesrxh queues fine, but wouldnt actually start even tho i had all packs in labs alrea...
by Earendel
Tue Apr 23, 2019 5:39 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

Kloozy wrote:
Tue Apr 23, 2019 4:31 pm
Yes all pre reqs were completed, the resesrxh queues fine, but wouldnt actually start even tho i had all packs in labs already.
I'm at work now, will tinker more when i get home and attempt to find the cause. If not ill post more.
I have found and fixed the issue.
by Earendel
Tue Apr 23, 2019 4:13 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

@erandel Hey i added this mod to a vanilla map, and for some reason its not allowing me to resesech the core drilling tech, even tho it only requires red and green science. Is this a bug? I have the required mods installed with it, in case thats your first question. Just to clarify, it appears in t...
by Earendel
Tue Apr 23, 2019 1:54 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

A quick note: I have no idea if this is intended (only testing things for compatibillity with my mods) I can build space-platform-plating (tile) on a planet, if I place it over a spaceship floor (tile) and then build the space related (only?) machines. https://www.dropbox.com/s/d7b0eat7uqzn8b6/001....
by Earendel
Tue Apr 23, 2019 1:14 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129399

Re: [MOD 0.14] Alien Biomes

Great work MeduSalem. That must have been difficult to track down. I will fix the Regenerate Terrain mod asap. Edit: I have fixed the problem, pollution was being read from the wrong location. There is still a problem adding the pollution back to the correct location, the game engine seems to ignore...
by Earendel
Mon Apr 22, 2019 9:17 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

AmatorPhasma wrote:
Mon Apr 22, 2019 2:13 am
Outstanding, great Mod! and.... just WOW :o

Love this Idea! :D
Hey thanks.

If you find any incompatibilities with your mods just let me know and I'll get them fixed asap.
by Earendel
Mon Apr 22, 2019 9:09 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129399

Re: [MOD 0.14] Alien Biomes

I have done some testing. The tile pollution absorption values for the different biomes are the same as vanilla. The tree pollution absorption values are the same as vanilla. There are more biomes in Alien Biomes that use the same absorption value as desert (volcanic). There are more biomes in Alien...
by Earendel
Mon Apr 22, 2019 1:41 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

I'm not sure where it will go with RSO. Multi surface setup might not be a big problem (I hope). There is one feature that I might find hard to duplicate - it's a tile restriction for resource spawning. In base game you can make noise layers that will match a tleast partially to align tiles and res...
by Earendel
Mon Apr 22, 2019 1:39 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

If there's one thing I did get concerned about, it was lacking enough fuel for a return trip. Being in cheat mode permitted escape, but is it actually possible to become stranded forever? It took a LOT of fuel just to reach orbit, so I'm just imagining the costs to go beyond the stars and back agai...
by Earendel
Sun Apr 21, 2019 12:06 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

Initial crash sequence i actually like a ton! It creates a sense of story behind player's appearance on Nauvis and it also looks amazing too. So i will be only glad if you can keep that in, while not overwriting the vanilla recipes too much. New burner stage tech is also quite nice to have for prog...
by Earendel
Sun Apr 21, 2019 10:08 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 269836

Re: [0.17+] Space Exploration WIP

Thanks for the kind words. With robot attrition it's a different situation from the base game where you had to start with belts in your main base. Increasing their power cost would not solve the problem. As I said before you can reduce the crash rate to near zero and not worry about it. I would enco...
by Earendel
Sun Apr 21, 2019 9:08 am
Forum: Modding interface requests
Topic: Workaround for entity destruction on tile change
Replies: 2
Views: 1111

Re: Workaround for entity destruction on tile change

The platforms mod makes platforms indestructible so long as there is an entity on top to prevent this very thing from happening. Oh nice. I took a look at the code and the idea is pretty clever. Unfortunately doing it that way requires an additional 'immortal' tile for each tile that might be affec...
by Earendel
Sat Apr 20, 2019 11:57 pm
Forum: Modding interface requests
Topic: Workaround for entity destruction on tile change
Replies: 2
Views: 1111

Workaround for entity destruction on tile change

There may already be a workaround for this, but I can't find one. The problem occurs when you have a tile, and an entity overlapping that tile. The tile get changed, either by mining the tile, or putting flooring down. The change causes the collision mask to change, the entity gets destroyed. There ...
by Earendel
Sat Apr 20, 2019 11:11 pm
Forum: Implemented mod requests
Topic: Ability to specify a collision_mask for a gate barrier
Replies: 2
Views: 813

Ability to specify a collision_mask for a gate barrier

I have a gate that can only go on a spaceship so I set it to collide with ground-tile so it can't be placed on normal ground. { "ground-tile", "water-tile", "object-layer", "item-layer", } The problem is that the player can go through closed doors. If I add &q...

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