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Re: [0.11.1] endless resources
Posted: Fri Nov 28, 2014 2:25 pm
by CorrettoSambuca
Awesome, I'll check it out!
Re: [0.11.1] endless resources
Posted: Thu Dec 11, 2014 7:53 pm
by Chronosfear
having that error with the newest factorio release.
hope the screen is some sort of help.
chronosfear
Re: [0.11.1] endless resources
Posted: Thu Dec 11, 2014 7:55 pm
by Tardan
Chronosfear wrote:
having that error with the newest factorio release.
hope the screen is some sort of help.
chronosfear
rename the zip file. new name: endless-resources_0.3.0.zip
Re: [0.11.1] endless resources
Posted: Thu Dec 11, 2014 9:02 pm
by Chronosfear
So easy.
Will try.
Thank you very much.
Re: [0.11.1] endless resources
Posted: Tue Dec 16, 2014 11:59 am
by LoSboccacc
Sorry check wasn't there before and I didn't notice will fix it in the evening
Re: [0.11.1] endless resources
Posted: Tue Dec 16, 2014 2:53 pm
by L0771
LoSboccacc wrote:Sorry check wasn't there before and I didn't notice will fix it in the evening
I suggest post links with more variables, example, i use this
Code: Select all
data.raw.resource[k].minimum = 50
data.raw.resource[k].normal = 350
Only an idea
Re: [0.11.1] endless resources
Posted: Sun Dec 28, 2014 10:27 pm
by HarryNews
HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
Re: [0.11.1] endless resources
Posted: Mon Dec 29, 2014 2:24 pm
by kyranzor
HarryNews wrote:HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
It goes down to a minimum amount, like oil fields. The output will be less over time, until it's very slow output. It's kind of nice, means you can sort of limp along on an ore patch till you find a new one and your base doesn't grind to a complete halt like it would otherwise.
Re: [0.11.1] endless resources
Posted: Mon Dec 29, 2014 8:49 pm
by HarryNews
kyranzor wrote:HarryNews wrote:HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
It goes down to a minimum amount, like oil fields. The output will be less over time, until it's very slow output. It's kind of nice, means you can sort of limp along on an ore patch till you find a new one and your base doesn't grind to a complete halt like it would otherwise.
But the ore patches will never stop giving ore, even if it is super slow, right?
Also, will this work on a world that is created before I download the mod?
I didn't even know that oil would slow down! I thought they would give me oil at ~4 per second forever! Ugg..... I'm such a noob. Why don't the tutorials tell you that sort of thing?
Re: [0.11.1] endless resources
Posted: Mon Dec 29, 2014 11:18 pm
by Degraine
Clearly you've never played Dwarf Fortress.
The wiki is your friend, in this game. Even when half of it is probably out of date.
Re: [0.11.1] endless resources
Posted: Fri Jan 02, 2015 1:38 am
by kyranzor
Degraine wrote:Clearly you've never played Dwarf Fortress.
The wiki is your friend, in this game. Even when half of it is probably out of date.
Ah, good old DF. I still play Masterwork mod! It's sick.
And yes HarryNews the ore stays there and instead of disappearing when it reaches 0, it stays at a low value and gives less yield "forever".
Re: [0.11.1] endless resources
Posted: Wed Jan 07, 2015 11:14 pm
by HarryNews
LoSboccacc wrote:minimum resources are 0.25 instead of 0.1, makes for one ore mined every 4 mining cycles on average (ui shows 0.3 sec, but yeld is 50% and mining time is 2, so you get 0.25sec).
I don't quite understand this bit. If the UI shows 0.3, and the yield is 50%, wouldn't that make it 0.15? and then if the mining time is 2, wouldn't you multiply it by the mining time to make it 0.3/sec again?
Am I missing something?
Re: [0.11.1] endless resources
Posted: Tue Jan 13, 2015 8:12 am
by LoSboccacc
Ui shows 0.3 because of rounding, real yield is 0.25, What I meant it's ignore the UI because this rounding in planning
Re: [0.11.1] endless resources
Posted: Mon Feb 09, 2015 4:32 pm
by Martc
I have few suggestions for you.
1) Rename data.lua to data-final-fixes.lua. This solve the issue with other mods, that are adding new resources. Like here
https://forums.factorio.com/forum/vie ... =25&t=8554
2) You code is too complicated, you can simply write this:
Code: Select all
for k, v in pairs(data.raw.resource) do
v.infinite = true
v.minimum = 175
v.normal = 350
end
No need to access in data.raw.resource three times, when you are iterating thru it.
3) Most of the mod size is caused by .DS_Store, which seems to be some OS X system file. This isn't much problem, but only let you know that maybe unwanted file is there.
Re: [0.11.1] endless resources
Posted: Tue Feb 10, 2015 3:32 pm
by LoSboccacc
1 will do
2 that doesn't work, tried in all combinations of lua iterators. No idea why
3 crap, didn't notice. will fix.
Thanks!!
Re: [0.11.1] endless resources
Posted: Tue Feb 10, 2015 7:03 pm
by Martc
ad 2) What exactly isn't working? I tried it and seems to be working. Maybe you tried it with ipairs instead of pairs.
Re: [0.11.1] endless resources
Posted: Tue Feb 10, 2015 10:31 pm
by LoSboccacc
doesn't give any error, but then resources deplete normally
Re: [0.11.1] endless resources
Posted: Wed Feb 11, 2015 12:06 am
by FreeER
LoSboccacc wrote:doesn't give any error, but then resources deplete normally
works for me.
btw, ipairs wouldn't have caused an error if you did accidentally use it, it simply wouldn't work
If nothing else (though it shouldn't be necessary) you could use
Code: Select all
for k, v in pairs(data.raw.resource) do
v=data.raw.resource[k]
v.infinite = true
v.minimum = 175
v.normal = 350
end
Re: [0.11.1] endless resources
Posted: Sat Feb 28, 2015 11:33 pm
by SirRichie
Hi,
I really like the mod, but I may have some issue with it or I do not fully understand how it works:
As a test setup, I created a new game, and spawned two 2x2 patches of iron ore, one patch with amount=300 and the other patch with amount=20000.
Now that creates two patches with vastly differing yield (98% vs. ~2800%). I then put two burner drills on top of the patches, put their output into a chest and added coal to them.
The problem that I have is that the miners produce at exactly the same rate. When I hover over the miners, the one on the 98%-patch displays 0.7 ore/second, the other one 32 ore / second. But that number is wrong.
A second issue that I have is that the miner on the small patch soon drops to 0 ore per second. I am using the latest version (0.11.16), so not sure if that might cause the behavior. Any explanation/help is appreciated.
Re: [0.11.1] endless resources
Posted: Sun Mar 01, 2015 1:54 pm
by jgntrugytub
Heya, got a question aswell.
Ive just tested a bit around and it seems it is irrelevant for a miner how many ressource patches are in its area in terms of output. But clearly a ressource miner with 25 exhausted tiles in its area should produce a lot more than a miner with just 1 tile in its area. Obv. that would mean every tile would produce far less output compared to the current version.
And its probably a lot harder to code, but is there any way to implement this?