Search found 151 matches

by alercah
Sun Sep 15, 2019 9:15 pm
Forum: Ideas and Suggestions
Topic: Delay productivity items until recipe completion
Replies: 0
Views: 425

Delay productivity items until recipe completion

In FFF 309 it was mentioned that currently you don't get items back from crafting as discussed in this bug report . By changing recipes and thereby refunding ingredients after productivity has created one or more outputs, a player could use this to create additional products without consuming the in...
by alercah
Sun Sep 15, 2019 9:03 pm
Forum: Ideas and Suggestions
Topic: Bot queues on chests
Replies: 0
Views: 397

Bot queues on chests

In FFF 309 one of the ideas mentioned was that bots could take up space/time so that large amounts of bots trying to occupy the same space cause traffic jams and so you can't just scale them indefinitely. Performance reasons are mentioned as the main reason for not doing it, as the current approach ...
by alercah
Sun Sep 15, 2019 8:57 pm
Forum: Ideas and Requests For Mods
Topic: Various mining options
Replies: 6
Views: 1837

Various mining options

Just putting down some idle thoughts that I mentioned in discord a while back: Mountains that can be mined and act as obstacles; blowing them up uses up the resources. You can mine them for a long time before they deplete. Miners should be able to move slowly inward. Resources that deliberately have...
by alercah
Fri Sep 13, 2019 4:16 pm
Forum: Ideas and Suggestions
Topic: Thoughts about optimizing bot assignments that can't be fulfilled
Replies: 0
Views: 409

Thoughts about optimizing bot assignments that can't be fulfilled

In FFF 256 , you mentioned that all the ghosts are put into a list and new orders are processed effectively in order, with only a small number being checked each tick. This can result in slowdown processing large blueprints as well as bot orders effectively getting 'stuck' behind uncompleteable orde...
by alercah
Thu Sep 12, 2019 1:56 am
Forum: Not a bug
Topic: Inserter forgets about fuel inventory.
Replies: 3
Views: 1352

Re: Inserter forgets about fuel inventory.

For the other machines, though, the inserters seem to switch over to fuel as soon as the machines run out. The one in question appears to be an exception.
by alercah
Sun Sep 08, 2019 3:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363393

Re: [MOD 0.17+] Industrial Revolution (WIP)

It works well with FNEI. I don't know much about Helmod, have no current plans for it but will read requests. I know that Therenas has been working on something similar to Helmod and I made a couple of changes at their request so that IR's component system works better with that mod. Jup, Factory P...
by alercah
Sun Sep 08, 2019 2:48 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363393

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

It feels odd to me that Laser doesn't require Optics. Is that intentional?
by alercah
Sun Sep 08, 2019 1:44 am
Forum: Not a bug
Topic: Inserter forgets about fuel inventory.
Replies: 3
Views: 1352

Inserter forgets about fuel inventory.

Sometimes, an inserter appears to forget about the fuel inventory and load exclusively into the item inventory of an assembler. In the attached save, note that the furnace immediately north of the character, making stone brick, is out of fuel. This is due to the bug. The inserter that feeds it will ...
by alercah
Sat Sep 07, 2019 9:11 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363393

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

Ah, hah, my bad then.

And personally, my favourite nuclear mod to see integration with would be Realistic Reactors. And even just getting rid of the unrealistic ones altogether hehehe
by alercah
Sat Sep 07, 2019 9:08 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363393

Re: [MOD 0.17+] Industrial Revolution (0.9.x)

The mod portal page has the wrong license listed.
by alercah
Fri Aug 30, 2019 2:59 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 189886

Re: [0.17.x] Bob's Mods: General Discussion

If memory serves from discussions on Discord, the way fluid generators work is as follows: fluid_usage_per_tick sets the maximum amount of fluid that the generator burns each tick. If scale_fluid_usage is false, then this is always consumed regardless of power output. If scale_fluid_usage is true, t...
by alercah
Fri Aug 02, 2019 1:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

Regardless of what gets decided about who is going to maintain what going forward, I hope that the repository is made public so that it's easy to submit pull requests.
by alercah
Thu Aug 01, 2019 2:05 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

If Angel has already decided how to proceed, that hasn't been made known to the readers of this thread, so conversations here are taking place without that knowledge.
by alercah
Thu Aug 01, 2019 12:05 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

The point of making a new repository would just be to get things moving, not to claim that I'm the best balancer out there. I don't have the experience in play to claim that I'm anything close to the best balancer out there. [Moderated by Koub] I did not make any claim to being the best at balancing...
by alercah
Wed Jul 31, 2019 5:29 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

The sulfur change really means that development needs to resume somehow, since it really upsets the current balance. I'd be tempted to set up a repo and start development in advance of receiving Angel's blessing, so that the community could start contributing bugfixes and possible solutions to the s...
by alercah
Sat Jul 27, 2019 8:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

Okay, fair, it's not so much "can't" as do not feel welcome to.
by alercah
Thu Jul 25, 2019 4:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407501

Re: Development and Discussion

Congrats! I agree with putting it up on GitHub as there's a lot of small bugfixes that could be easily done by others but currently we can't even submit pull requests. From there, having a trusted other modder or three to manage the code seems like a good plan.
by alercah
Thu Jul 25, 2019 4:03 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238280

Re: Bugs & FAQ

The wood cutting recipe should have saw blades as a catalyst ingredient: 71211
by alercah
Mon Jul 01, 2019 9:27 pm
Forum: Modding interface requests
Topic: Railway and Rail Segment controls
Replies: 3
Views: 1679

Re: Railway and Rail Segment controls

Controlling rail segments is one thing, but in order to have crossing rails, you'd also need some mechanism to control collision on the trains so that they don't crash into each other. The engine currently doesn't have any facility (that I can see) that allows this, unfortunately.
by alercah
Sat Jun 08, 2019 11:55 pm
Forum: Implemented mod requests
Topic: Heat and fluid energy sources at runtime
Replies: 0
Views: 510

Heat and fluid energy sources at runtime

Currently the heat and fluid (as well as void, but that could be inferred from absence of any others?) energy source prototypes are not accessible at runtime in the way that electric and burner interfaces are. It would be important for mods wishing to fully understand energy production/usage to be a...

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