Search found 582 matches

by Reika
Tue Sep 08, 2020 4:11 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 1891

Re: How to get the creation/first release date of a mod from the portal

Qon wrote: ↑
Mon Sep 07, 2020 7:07 pm
Reika wrote: ↑
Mon Sep 07, 2020 6:50 pm
However, the API you linked mentions a "created_at" field, which sounds much more like what I need.
Nice :)

Why do you need it though? I'm curious :)
For a project whose nature I cannot yet disclose.
by Reika
Tue Sep 08, 2020 4:08 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25251

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

What is charcoal? I don't have any recipes that use it, and furnaces keep making charcoal when they were supposed to insert the wood into the fuel slot. If I try to put wood into furnaces and I put in more than the fuel slot holds, instead of filling completely and returning the rest to my inventor...
by Reika
Mon Sep 07, 2020 6:50 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 1891

Re: How to get the creation/first release date of a mod from the portal

Be aware that before the mod portal existed the mods where published in this forum. Download the oldest version and check dates of files in the zip. The zip itself can change date on download. The mod portal api gives timestamps. You can go through all dates to find the earliest one, but if a downl...
by Reika
Mon Sep 07, 2020 5:10 am
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 1891

How to get the creation/first release date of a mod from the portal

I find myself needing to find when a mod was first ever released, which is synonymous with knowing when it was first uploaded to the mod portal. Important to note is that there is no date information in the changelog, the oldest download is NOT the first release, (it is instead the last release for ...
by Reika
Mon Sep 07, 2020 4:59 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25251

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is far in excess of normal. They might not have caused damage immediately. All I know is that they showed up as soon as I started mining, and they caused damage as soon as I was inside o...
by Reika
Sun Sep 06, 2020 7:00 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25251

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

The trees are supposed to be far more significant than the terrain type is, especially among the "natural" terrains as opposed to concrete (which is supposed to carry heavy penalties). I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill...
by Reika
Sun Sep 06, 2020 5:13 pm
Forum: Reika's Mods
Topic: TreePlant - A green thumb (inserter?)
Replies: 8
Views: 6043

Re: TreePlant - A green thumb (inserter?)

thereaverofdarkness wrote: ↑
Sun Sep 06, 2020 4:49 pm
Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
It plants them into forests.
by Reika
Fri Sep 04, 2020 4:08 am
Forum: Implemented mod requests
Topic: Noise expression system hooks
Replies: 6
Views: 2340

Re: Noise expression system hooks

A more complex and frankly less sensible idea would be to hardcode more functions, but the sheer number that are necessary - in my case, I needed bitwise operations, array index use, math.floor(), and modulo, and others likely need other functions - makes that not a realistic means to achieve prope...
by Reika
Fri Sep 04, 2020 4:06 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25251

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

The biters seem to ramp up far too aggressively in the early game. Not even twenty minutes in, I'd mined up a few hundred plates and had only just started a coal mining section when I got my first wave, and then my second wave, and then my third...the waves came in as rapidly as if I were inside a ...
by Reika
Sat Aug 29, 2020 6:28 pm
Forum: Modding interface requests
Topic: Two improvements to player.add_custom_alert: position instead of entity, and duration
Replies: 8
Views: 1879

Re: Two improvements to player.add_custom_alert: position instead of entity, and duration

Rseding91 wrote: ↑
Sat Aug 29, 2020 6:09 pm
Duration isn't possible. The times a given alert last are compiled and stored in the exe: Capture.PNG
Is there a reason this has to be as such? Why is it hardcoded (ie not even a utility constant, let alone a prototype or script thing)?
by Reika
Sat Aug 22, 2020 4:04 am
Forum: Not a bug
Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
Replies: 5
Views: 1229

Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen

If that's the case then I believe it's up to the mod adding the new decoratives the define the render layers for them so they don't collide with the new biter nesting ones. There are 2 properties in the decorative that control the layering: https://wiki.factorio.com/Prototype/Decorative I will pass...
by Reika
Thu Aug 20, 2020 8:14 pm
Forum: Not a bug
Topic: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
Replies: 5
Views: 1229

Re: [Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen

That almost looks like a layering issue with the the mods decoratives/decals it's putting on the terrain. If you remove the mods does it sill look wrong? Removing the mods should cause all of that terrain and the decoratives/decals it adds to be erased and replaced with vanilla terrain. I no longer...
by Reika
Thu Aug 20, 2020 8:05 pm
Forum: Implemented mod requests
Topic: [RW] LuaEntity (tree type) "gray progress"
Replies: 2
Views: 1321

[RW] LuaEntity (tree type) "gray progress"

As seen in the debug info panel here:
Image

I would like to be able to repair the trees' color.
by Reika
Mon Aug 17, 2020 3:10 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 25251

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

mdemp wrote: ↑
Mon Aug 17, 2020 1:42 am
I love the idea of the mod.
I'm trying to understand why and what part of NauvisDay eat up CPU time, maybe I can change some setting or feature and make it a bit easier for the FPS.
There is active tick code, but I have never had an issue with it significantly harming the UPS...
by Reika
Fri Aug 14, 2020 10:09 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 32511

Re: EndgameCombat - Defend your base against lategame enemies with ease

McDuff wrote: ↑
Thu Aug 13, 2020 4:49 pm
Could we turn off the automatic turret logistics?
If you do not want to use it, you can just not research it.
by Reika
Wed Aug 12, 2020 3:48 pm
Forum: Modding interface requests
Topic: Machines with fixed_recipe should keep their inventory when fast_replaced by the same recipe
Replies: 2
Views: 1224

Re: Machines with fixed_recipe should keep their inventory when fast_replaced by the same recipe

Steps to reproduce: 1. Create some assembling machines with identical fixed_recipe. data.raw["assembling-machine"]["assembling-machine-1"].fixed_recipe = "iron-gear-wheel" data.raw["assembling-machine"]["assembling-machine-2"].fixed_recipe = "i...
by Reika
Wed Aug 12, 2020 3:26 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 32511

Re: EndgameCombat - Defend your base against lategame enemies with ease

McDuff wrote: ↑
Tue Aug 11, 2020 12:47 pm
Is it possible to make things enablable and disablable in options? I'd like to use some parts of this mod but not others.
Some of it, yes.
by Reika
Thu Aug 06, 2020 12:34 am
Forum: Implemented mod requests
Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Replies: 18
Views: 4597

Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal

A quick heads up and a word of warning for those who may be planning to get clever on ways around this issue: I tried this: https://i.imgur.com/houtMVu.jpg Which, when unchecked, promptly resulted in this: https://i.imgur.com/DTrSj4G.jpg https://i.imgur.com/SZdKaa3.jpg https://forums.factorio.com/vi...

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