Search found 3911 matches

by orzelek
Wed May 06, 2015 9:42 am
Forum: Mods
Topic: [0.12.0] static game difficulty
Replies: 15
Views: 18989

Re: [0.11.1] static game difficulty

You can always check from console if evolution factor is changing.

It should be like this:

Code: Select all

/c game.player.print(game.evolutionfactor)
by orzelek
Wed May 06, 2015 12:31 am
Forum: Implemented Suggestions
Topic: scrollbars [implemented!]
Replies: 11
Views: 9541

Re: scrollbars [implemented!]

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.
by orzelek
Tue May 05, 2015 9:33 pm
Forum: Ideas and Suggestions
Topic: More types of module for Modular/Power Armor
Replies: 6
Views: 3084

Re: More types of module for Modular/Power Armor

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...
by orzelek
Tue May 05, 2015 12:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 78385

Re: [0.11.17+] Slipstream Chests - 1.1.0

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?
by orzelek
Tue May 05, 2015 12:25 pm
Forum: Modding help
Topic: [Solved] Need little help for a item filter
Replies: 6
Views: 2160

Re: Need little help for a item filter

You can check name of the item - item.name.
It will be coal and raw-wood for those two - you might need to check names for others in data files.

Actual if needs to look like this:

Code: Select all

if item.name = "coal" or item.name = "raw-wood" then
by orzelek
Tue May 05, 2015 12:21 am
Forum: Not a bug
Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
Replies: 14
Views: 6936

Re: Throughout Factorio versions. *ZIP Archives cause ERRORS!*

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 ...
by orzelek
Sun May 03, 2015 11:36 pm
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45735

Re: [0.11.22] Recycling Plant

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...
by orzelek
Sun May 03, 2015 10:17 pm
Forum: Technical Help
Topic: Game crashes randomly
Replies: 3
Views: 2863

Re: Game crashes randomly

As a temporary test you can try to disable sound and see if it stops.

Looking at the log something goes wrong in sound lib.
by orzelek
Sun May 03, 2015 8:32 pm
Forum: Mods
Topic: [0.11.22] Recycling Plant
Replies: 33
Views: 45735

Re: [0.11.22] Recycling Plant

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.
by orzelek
Sun May 03, 2015 9:55 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 177124

Re: [0.11.x][v0.1.3] Bob's Warefare mod

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. ...
by orzelek
Sun May 03, 2015 9:42 am
Forum: Not a bug
Topic: [0.11.22] [mac] Game doesn't start
Replies: 17
Views: 13272

Re: Wont open mac 0.11.22

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...
by orzelek
Sun May 03, 2015 12:42 am
Forum: General discussion
Topic: What kind of PC do I need?
Replies: 27
Views: 10664

Re: What kind of PC do I need?

Since Factorio is currently single threaded mostly I'd look here:
https://www.cpubenchmark.net/singleThread.html

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)
by orzelek
Sat May 02, 2015 9:55 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 192322

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

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...
by orzelek
Sat May 02, 2015 5:00 pm
Forum: Modding help
Topic: Artillery Cannon help required
Replies: 12
Views: 4189

Re: Artillery Cannon help required

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...
by orzelek
Sat May 02, 2015 10:52 am
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 80620

Re: [0.11.X] N.Tech-Chemistry

Ahh sorry I misunderstood how recipes work.
You always need liquid nitrogen to cool stuff so it's not temperature based but material based.
by orzelek
Fri May 01, 2015 7:46 pm
Forum: Ideas and Suggestions
Topic: Effectivity statistics
Replies: 0
Views: 969

Effectivity statistics

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.
by orzelek
Fri May 01, 2015 7:44 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129998

Re: [0.11.x][v0.1.8] Bob's Power mod

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...
by orzelek
Fri May 01, 2015 7:35 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 80620

Re: [0.11.X] N.Tech-Chemistry

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).
by orzelek
Thu Apr 30, 2015 10:51 pm
Forum: Not a bug
Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
Replies: 14
Views: 6936

Re: Throughout Factorio versions.

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...
by orzelek
Thu Apr 30, 2015 8:27 pm
Forum: Mods
Topic: [MOD 0.11.x] Fort mod v0.2.0
Replies: 11
Views: 17890

[MOD 0.11.x] Fort mod v0.2.0

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 ...

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