Search found 441 matches

by Dysoch
Thu Sep 18, 2014 7:45 pm
Forum: Resolved Problems and Bugs
Topic: Changing types error
Replies: 1
Views: 2549

Changing types error

I have changed, in my new DyTech-Warfare, the battery from type = "item" to type = "ammo" when using this in a new game, there is nothing wrong. but when using this in a game that has been started before using the mod (aka, the type is still item) this gives an error: item batter...
by Dysoch
Thu Sep 18, 2014 7:14 pm
Forum: Modding help
Topic: Help with making an oil powered generater
Replies: 5
Views: 2184

Re: Help with making an oil powered generater

it is currently impossible to set an steam generator to use only 1 type of fluid. It can use every fluid that has an fuel value.

sorry to bring bad news :(
by Dysoch
Wed Sep 17, 2014 2:05 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191298

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

this mod is awesome, i use it now all the time :P

and this also needs to be updated :D
i changed lava in Metallurgy, and added a new enemy base in Genetics which are not done by RSO
by Dysoch
Mon Jul 14, 2014 3:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.2][cube] save game zoom out and walking crash
Replies: 14
Views: 7132

Re: [0.10.2] save game zoom out and walking crash

might be because you regenerated the ores and fluids from metallurgy. this takes some time, and the game goes out of balance for some reason i cant find. had something similar, all my scripts didnt work anymore (aka the collectors) i cant pinpoint the cause, other then the regenerate feature (becaus...
by Dysoch
Thu May 22, 2014 4:07 pm
Forum: Mods
Topic: [MOD 0.9.x] More Inserters! v1.1
Replies: 13
Views: 16146

Re: [MOD 0.9.x] More Inserters! v1.1

This topic can be moved to obselete.

This mod will be replaced by DyTech-Inserters, which will be a standalone mod
by Dysoch
Thu May 15, 2014 7:45 am
Forum: Won't implement
Topic: usage_priority
Replies: 5
Views: 5252

Re: usage_priority

GotLag wrote:I would suggest deprecating usage_priority and replacing it with separate input_priority and output_priority, and then having primary/secondary/tertiary or just numeric values for those.
this was the old setup. this new one is good, but needs polishing :P
by Dysoch
Sat Apr 19, 2014 9:50 am
Forum: Not a bug
Topic: [0.9.7] Not enough Video Memory
Replies: 8
Views: 4507

Re: [0.9.7] Not enough Video Memory

kovarex wrote:As this is mainly problem of too big graphics requirements of the Dytech mod, I close this as not a bug.

P.S. We plan to do some changes to save some of the graphics memory, like procedural splashes for dying animations etc. in the future.
Would like that ;)
by Dysoch
Tue Apr 15, 2014 10:57 pm
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 32812

Re: [0.9.x] Reygan's Assembly Mod

I am sad to say that I will most likely never use or promote your mod, and it's only because of you. "Nothing useful was there" "And because i dont like it, it has lowest priority for me" Plus the fact that you didn't ask the original authors before publicly releasing a mod usin...
by Dysoch
Tue Apr 15, 2014 5:37 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] One way pipes
Replies: 2
Views: 3689

Re: [REQUEST] One way pipes

you can do this semi with the small pumps. they block liquid from going to the other side of the pump. but it can still move 2 ways after the pump
by Dysoch
Tue Apr 15, 2014 8:31 am
Forum: Pending
Topic: [0.9.8] icon blinking in furnace alt-info
Replies: 3
Views: 3603

Re: [0.9.8]

steventaylor189 wrote:its with in iron is made in the stone furnace every time it is done it blinks
Not a lot of info to go on.

Post a screenshot (or gif if neccesary)
Operating system?
Factorio version?
Mods?
What did you do exactly?
by Dysoch
Tue Apr 15, 2014 12:06 am
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 32812

Re: [0.9.x] Reygan's Assembly Mod

If you are changing some vanilla recipes, I would advise testing it with dytech too, because that mod makes quite a lot of changes (stone gear for a lot of low tier stuff, for example), and you might want your mod to be compatible with the other "big" mods too. It was not tested for compa...
by Dysoch
Mon Apr 07, 2014 8:08 am
Forum: Implemented Suggestions
Topic: Random seed option for initial map generation?
Replies: 2
Views: 1503

Re: Random seed option for initial map generation?

(I tried to search for this topic but I may have missed it. If this has already been discussed then link me to the thread.) Whenever a map is first created you have the options of selecting the random amounts of ore, trees, and enemy bases and what not. But I was wondering if there could be a rando...
by Dysoch
Sun Apr 06, 2014 9:13 am
Forum: Gameplay Help
Topic: Reset
Replies: 3
Views: 2689

Re: Reset

cube wrote:

Code: Select all

game.player.force.resettechnologies()
DRBLN wrote:What should I type in the console in order to reset all the technologies reserched?
Do

Code: Select all

game.player.force.resetall
But this resets everything. All recipes are locked again, all technologies have to be researched again.
by Dysoch
Sun Apr 06, 2014 7:14 am
Forum: Not a bug
Topic: [0.9.7] Not enough Video Memory
Replies: 8
Views: 4507

Re: [0.9.7] Not enough Video Memory

DRBLN wrote:1) The error occurs due to DyTech mod.
2) But I have 1GB of Memory.
Apparently that is not enough. Turn low graphics mode on. With version 2 it is also needed, since i added more graphics.
by Dysoch
Wed Apr 02, 2014 10:39 am
Forum: Ideas and Suggestions
Topic: Galactic Market
Replies: 13
Views: 5205

Galactic Market

A galactic market ;) Can only be added when multiplayer is done. You create an galactic market and then can trade with all players who play factorio. (Without starting multiplayer match) You set up a trade. Lets say 10 iron plates. It gets stored on the server, and players who have access to interne...
by Dysoch
Tue Apr 01, 2014 10:19 pm
Forum: Ideas and Suggestions
Topic: Making Research more difficult / rewarding
Replies: 2
Views: 2304

Re: Making Research more difficult / rewarding

I've just recently starting playing and the only big issue I see with the game and balancing is how boring research is. It's not boring because you can't research cool stuff, but boring in that it's too easy. i notices the same thing. that is why i started working on my dynamic system. it allows yo...
by Dysoch
Tue Apr 01, 2014 8:26 am
Forum: News
Topic: Friday Facts #27 The roadmap
Replies: 32
Views: 27596

Re: Friday Facts #27 The roadmap

II mean this in the nicest way possible, and please forgive me for my opinion, but.. the new belts kinda look... ugly. I mean don't get me wrong, they look much more machine like now then before.. but.. kinda ugly. >.> I agree, but it has potential. They need to be sharpened, with more detail. Then...
by Dysoch
Mon Mar 31, 2014 7:52 pm
Forum: Not a bug
Topic: [MOD] new graphics not shown
Replies: 2
Views: 1604

Re: [MOD] new graphics not shown

For entirely new graphics, it should work, are you sure you haven't used that graphics differently before? Also whenever version of any mod (including base/core) changes, all the cache for the mod is refreshed as well. i made an meteor today, also icon graphics. but i loaded the game, and it didnt ...
by Dysoch
Mon Mar 31, 2014 7:43 pm
Forum: Not a bug
Topic: [MOD] new graphics not shown
Replies: 2
Views: 1604

[MOD] new graphics not shown

When making a new item, with entire new graphics, they wont show up in the game till you delete the crop.cache file.

There needs to be an internal reset every once in a while, or when it detects an new prototype it hasnt loaded before.
by Dysoch
Mon Mar 31, 2014 7:39 pm
Forum: Mods
Topic: [MOD 0.9.8] Brass mod (v 0.9.3)
Replies: 19
Views: 13322

Re: [MOD 0.9.0] Brass mod (v 0.6.1)

Im working on a new version but with all the new updates (witch i want to play myself first :P) and school i can't realy find the time to work on it. also at this point im getting a lot of bugs with the new walls im trying to put in. they work all and well but once placed they turn inviseble (even ...

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