Search found 38 matches

by Dreadicon
Mon Oct 08, 2018 9:11 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219580

Re: Bugs & FAQ

Arch666Angel wrote: ↑
Mon Oct 08, 2018 7:15 pm
Added some additional checks, thanks for the heads up.
btw in lua you dont need the != nil check, if it's nil it's false
Sure, thanks for fixing it in the official :) Good to know about nil falseness! I mostly work with C#; my lua is passable at best, haha.
by Dreadicon
Mon Oct 08, 2018 6:28 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219580

Re: Bugs & FAQ

Just debugged why Angels and Bobs were erroring out on load - turns out bob's lets you disable some of the advanced processing facilities in the options, but one of the Angels update scripts doesn't check for the entry and assumes that if bob's is there, then the entry is there always. File: refinin...
by Dreadicon
Thu May 18, 2017 6:19 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18128

Re: [MOD][WIP .15] High Voltage 0.0.4 : Energy over distance

This mod looks FANTASTIC! I wanted to do something like this myself, but never could figure out how to do it in an adequately performant manner with the current API. Next game I'll add this (because I like to make my life hell what with Angel's + Bob's + Platforms + Rampant AI + RSO with distance cr...
by Dreadicon
Wed May 17, 2017 5:02 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532912

Re: [MOD 0.14] AAI Programmable Vehicles

dreadicon you can make them go in straight lines if you use subtile x and subtile y or angle and speed. personally i use the zones to create waypoints and iterate over them. miners will eat trees already so it sounds like it already does what you want webster, I knew you could make them go in strai...
by Dreadicon
Mon May 15, 2017 10:23 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532912

Re: [MOD 0.14] AAI Programmable Vehicles

This mod is still amazing, even if for my purposes it's not really worth much. Oh to have a non-biter pathfinding...... One solution I thought of was to make the miner/haulers able to eat trees. If they could, I could just order them in straight lines to/from resources, in theory... I'd just have to...
by Dreadicon
Mon May 01, 2017 6:13 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67933

Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)

Thanks for the update, and for adding Factorissimo2 compatibility! Playing with both mods now and is quite fun :) Now I just need KS Power and Angel's to update and my mod insanity will be complete.
by Dreadicon
Fri Apr 28, 2017 5:25 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67933

Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)

If I understand correctly, you want to have factorissimo building act as platform so building inside them is possible for all blocked building ? It is possible to add a set of tile that accept building so it won't be difficult. It should make it for the next release soon. It seem logical to accept ...
by Dreadicon
Fri Apr 28, 2017 12:10 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67933

Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)

So, You're likely super busy still updating for (and of course playing) Factorio 0.15, but I wanted to request a compatability update so that it works with the Factorissimo2 mod. Looking briefly at your code, You could either add 'hidden' platform tiles to the layers he uses for factory buildings, o...
by Dreadicon
Mon Jan 30, 2017 1:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219580

Re: Bugs & FAQ

Latest update to Refining/Petrochem seems to have broken natural gas and fissures. RSO no longer recognizes them and they don't show up in the spawing settings. I have a massive glob of mods, but RSO can no longer find the entity named 'angles-natural-gas'. Far as I can tell they don't spawn in the ...
by Dreadicon
Sun Jan 29, 2017 11:28 pm
Forum: Resource Spawner Overhaul
Topic: Added some functionality to Platforms
Replies: 9
Views: 4520

Re: Added some functionality to Platforms

Hey Orzelek, encountered an error in the Platforms code I wrote when using my monstrous pile of mods; LuaTile API call when LuaTile was invalid. Already tracked down the cause and fixed it; new straight_world_platforms.lua code below. Essentially in some cases tiles can be called before they are 'va...
by Dreadicon
Tue Jan 03, 2017 9:52 pm
Forum: Resource Spawner Overhaul
Topic: Added some functionality to Platforms
Replies: 9
Views: 4520

Re: Added some functionality to Platforms

Glad my code was useful! Concerning the matter of Factorissimo, thanks to my nerfs and tweaks, it is about a 1:3 ratio of expansion, and I've disabled the power plant option (so no packing steam generators or solar panels in them). This means that where previously one had to scrunch their factory in...
by Dreadicon
Fri Dec 23, 2016 6:44 am
Forum: Resource Spawner Overhaul
Topic: Added some functionality to Platforms
Replies: 9
Views: 4520

Re: Added some functionality to Platforms

I'm actually playing with Angels+bob's right now, though I did turn up the starting zone platforms a little, turned on a medium-cost recipe to make more platforms, added AAI, and a neutered version of Factorissimo(sp?) where I set them as always night, reduced their interrior size to 2/3 scale, and ...
by Dreadicon
Thu Dec 22, 2016 12:27 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67933

Re: [0.13][0.14] Building Platform v1.0.3

Cross-post for a tweak/mod-mod I made of RSO which makes the platforms blocky: viewtopic.php?f=79&t=38866

I think it adds a lot to the quality of the experience, personally. :)
by Dreadicon
Thu Dec 22, 2016 12:15 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94663

Re: Treefarm Download

Made a pull request with a fix a month ago. Still not accepted though.
by Dreadicon
Wed Dec 21, 2016 11:09 pm
Forum: Resource Spawner Overhaul
Topic: Added some functionality to Platforms
Replies: 9
Views: 4520

Added some functionality to Platforms

So, I made a version of RSO which allows for partial or complete use of Straight World mod but only for platforms. You can adjust how blocky/organic the shapes are by adjusting a ratio which I added to the config. I prefer just a little bit of imperfection with an overall blocky shape. This makes th...
by Dreadicon
Mon Dec 12, 2016 8:53 am
Forum: Angels Mods
Topic: Smelting vs Petrochem Design decisions
Replies: 6
Views: 5040

Re: Smelting vs Petrochem Design decisions

Wow, thanks for the in-depth answer Angel. That makes perfect sense both in that smelting is in an intermediate stage and that it's aimed at being alternatives rather than replacements. I look forward to the further development of the mod. I'll leave further feedback as I have it and have time; agai...
by Dreadicon
Fri Dec 09, 2016 10:57 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388864

Re: Development and Discussion

So, recently been playing with Petrochem; it's pretty insane, but I kindof like insane. One issue I've encountered however is that there's no obvious path to create plastic without catalysts, it seems. I wouldn't mind catalysts so much if they worked like IRL catalysts (which do not get consumed), b...
by Dreadicon
Fri Dec 09, 2016 1:12 am
Forum: Angels Mods
Topic: Smelting vs Petrochem Design decisions
Replies: 6
Views: 5040

Smelting vs Petrochem Design decisions

So, I really like the depth and complexity the Angel's Smelting mod adds. That said, I wanted it inquire if there were plans to update it to be more like Petrochem at some point? What I mean is more realistic and diverse. Essentially all ores follow the same chain with a few small variations, mostly...
by Dreadicon
Thu Aug 11, 2016 12:25 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Revamp Mod.
Replies: 41
Views: 22300

Re: [0.13.x] Bob's Revamp Mod.

On the topic of ethanol, I just want to leave this here. Sadly no proper details are out yet, but it could be worth keeping an eye on at minimum, if not incorporating an estimated version: https://www.rt.com/usa/stanford-study-copper-ethanol-728/ Also found this (no idea why it's on pubmed, but it l...
by Dreadicon
Thu Mar 24, 2016 1:43 am
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 38404

Re: [MOD 0.12.11+] Underground mining drills

Just wanted to chime in that I love your mod and am quite happy you have kept it up to date. It's my favorite of the 'underground mining' mods. A suggestion for the regen script: you might need to just brute-force it and scan the whole map manually; same for newly generated terrain, or hook into RSO...

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