I'd say that it's partially implemented. Scroll bar is only on recipes list (inventory when enlarged goes out of screen). To actually use scroll bar you need to mouse over it - even for use of mouse roll. Mouse roll won't work on inventory area itself which is inconsistent with standard behavior.
I love the idea of stealth module, with the bonus suggestion of the sniper rifle. However, with the WTFesque respawn rate of the biters, a sniper rifle would be totally useless. One of mods adds sniper rifle - and you are right it's not that useful. Main use is to shot at buildings from afar standi...
Small bug report - debug is enabled in this version and it's using game.player which makes it fail when playing multiplayer.
Can you take a look at it?
I haven't had problems with lua errors... it's a typical compiler error reporting. I'm not sure how viable it would be to improve upon those - most of them are reported by lua compiler and thats an external module probably. Thats not to say that compiler errors are always sensible - you get used to ...
If you are interested - I think it would be possible to make this process automatic. To create recycle recipe for an recipe that exists with a given criteria. Doing that by hand for some of the mods would be a bit time consuming. If you could give me pointers as to how to get this automated, it wou...
I would be a bit on the fence with using non-mass producible items for ammo. If that would be their only use it would work I guess - assuming you could produce enough ammo from one to make it worth it. Some intermediate processing step could be added to make more ammo from same amount of artifacts. ...
This is, eventually, because the game crashes before it writes the config. Create a file in the application directory named "config", with this content: https://forums.factorio.com/forum/viewtopic.php?t=9300 well I tried that with the High settings and well it loaded to 10% then my monito...
It's a synthetic benchmark so no guarantees - but it's the single core performance that matters.
(And ofc 12 will be a big leap for performance after all the optimizations)
added configuration option disableEnemyExpansion to disable biter expansion - defaults to true (breaks the idea of long distances and separated bases with lots of space around) I could be completely wrong, since i have no clue about modding map-settings/generation, but the following lines look like...
I'm not sire if this will work - but you should be able to put actual biter entity to target list for given cannon. One thing you can't do is to modify the entity - thats why I think your plan is not working. You can index by entity tho - so you can have something like this: local targets = glob.tar...
It would be good to add display of effectivity stat to all buildings that have it not only boilers.
Steam engines for example don't show it and it's quite important for those also. It's mostly for mod support for now since vanilla has only one level of those.
I think that your steam engines might be a tad to efficient. Effectivity set to 4 would mean it produces 4 times energy it consumes if I understand how stuff works. It seems like slightly to efficient - might get those to a lower value and increase total power capacity. It will be a challenge then t...
Small bug report for 1.3.2 - cooling recipes have their results broken I think. The product is not the cooled liquid for most of them - it's something else(like water).
It might depend on game settings - if it loads all textures or not. Atlas for base game is: 16384x6555 (about 409MB plus overhead). Atlas with modpack is: 16384x16377 plus 16384x2839 (nets about 1201MB plus overhead). (assumption: texture is full RGBA 32bpp) Thats when you use textures on normal and...
This is a small mod aimed at adding a bit more defensive buildings. It introduces 4 3 level tech lines for variants of gun and laser towers. Reinforced walls and gates are also added. The tower tech lines are heavy and long range variant for both types of turrets. Heavy - shorter range, more damage ...