For a project whose nature I cannot yet disclose.
Search found 582 matches
- 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
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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?)
It plants them into forests.thereaverofdarkness wrote: βSun Sep 06, 2020 4:49 pmCan 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.
- 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...
- 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 ...
- 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
- 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...
- Fri Aug 21, 2020 8:32 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
I found the original nest - it does indeed fix it:
- 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...
- 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:
I would like to be able to repair the trees' color.
I would like to be able to repair the trees' color.
- Wed Aug 19, 2020 5:51 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
[Possibly from mods] 1.0 Alien nest decoratives glitched, possibly due to nest being expansion rather than mapgen
"An image is worth a thousand words":
See all the "cut" edges?
See all the "cut" edges?
- 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
There is active tick code, but I have never had an issue with it significantly harming the UPS...
- 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
- 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...
- 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
- 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...