Search found 36 matches

by AartBluestoke
Tue Jan 17, 2023 6:46 am
Forum: Modding interface requests
Topic: a filter on roboport robot type
Replies: 3
Views: 887

a filter on roboport robot type

I like having a couple of construction bots near my front lines to do rapid repairs. I dont' like that other random logistics bots can clog the roboport up. I would like to be able to have a roboport with 1 logistics and 1 construction slot, or some other chosen (either hard coded by the mod, or by ...
by AartBluestoke
Wed Oct 19, 2022 2:09 am
Forum: Not a bug
Topic: [1.0.0] Byproducts don't appear in statistics
Replies: 12
Views: 3519

Re: [1.0.0] Byproducts don't appear in statistics

perhaps the issue could be avoided by adding to the statistics the difference between input and output? that way catalysts that are not consumed don't count on production or consumption, but they count as consumed in the 1% case where they get consumed. for something like kvorax it would be net prod...
by AartBluestoke
Mon Sep 19, 2022 12:00 am
Forum: Implemented for 2.0
Topic: Allow more tile types without exceeding 255 limit
Replies: 9
Views: 2668

Re: Allow more tile types without exceeding 255 limit

All of the options will require more storage in some way, definitely in memory, but possibly also on disk, the catch is to find a storage overhead that only scales with the count of tiles of these types. - given this a cosmetic only change, it only needs to be calculated for chunks that are being re...
by AartBluestoke
Sun Sep 18, 2022 11:39 am
Forum: Implemented for 2.0
Topic: Allow more tile types without exceeding 255 limit
Replies: 9
Views: 2668

Allow more tile types without exceeding 255 limit

some mods (eg: alien biomes) consume many tiles. It is nice to have variation, but it causes other problems. I have 3 ideas that could allow more diverse surfaces within the 255 limit. - given this a cosmetic only change, it only needs to be calculated for chunks that are being rendered on screen, i...
by AartBluestoke
Sun Feb 06, 2022 6:49 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.53] buildings on multiple networks don't run out of power correctly
Replies: 1
Views: 2070

[boskid][1.1.53] buildings on multiple networks don't run out of power correctly

If a building is on multiple power networks (easiest to do with individual power poles, each connected to a switch, then to the main network) and the main network runs short on power, the building will consume more power than exists on the network and continue to work at higher power. This came to l...
by AartBluestoke
Tue Nov 24, 2020 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 9720

Re: [boskid][1.1.0] Belt performance regression

I would suggest use miniloaders: miniloader->chest->miniloader should break the belt chain into segments (eg:https://mods.factorio.com/mod/miniloader) you would just need to put an 'inline buffer' for all belts in a parallel bus to cut the segment at that point.
by AartBluestoke
Sun Aug 23, 2020 4:34 am
Forum: Modding interface requests
Topic: Make event.final_health can be negative in on_entity_damaged event.
Replies: 1
Views: 876

Re: Make event.final_health can be negative in on_entity_damaged event.

Note: this is only the 1 case where applying damage would reduce health to 0 that is causing issues. There needs to be one of 3 things: 1) we need to know the entities life before the hit as a parameter. 2) the total damage needs to list the actual damage applied (but that could complicate things if...
by AartBluestoke
Sun Aug 23, 2020 4:16 am
Forum: Modding help
Topic: Is it possible to alter an on_entity_damaged event?
Replies: 4
Views: 1678

Re: Is it possible to alter an on_entity_damaged event?

Depending on what you're trying to do, you can modify the damaged entity's health instead, to either undo or increase the damage. E.g. to negate the damage, just add back event.final_damage_amount to the entity's health: event.entity.health = event.entity.health + event.final_damage_amount It's not...
by AartBluestoke
Fri Mar 20, 2020 5:41 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90614

Re: Friday Facts #339 - Beacon HR + Redesign process

The single most used large entity in the factory must be the least eye catching, otherwise the end game factory aesthetic is sea of beacons with the occasional assembler. Given beacons are used in mature (probably very big) factories it needs to look good in large arrays at max player zoom out, as t...
by AartBluestoke
Sun Dec 22, 2019 4:58 am
Forum: Ideas and Suggestions
Topic: make destroyed belts more visable by bumping the location of items on them
Replies: 0
Views: 668

make destroyed belts more visable by bumping the location of items on them

when belts are destroyed, it is hard to tell because a full belt leaves the items in nice neat ordered rows.
Suggestion: when a belt dies, please bump the location of each item on the belt randomly, so that it's obvious where the belts no longer are.

This would also look better :)
by AartBluestoke
Sun Sep 15, 2019 11:23 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 312810

Re: [0.12.x][v0.12.10] Bob's Logistics mod

feature request an "underflow" pipe; the opposite of the underflow valve - it cuts off when the input is less than 20%. When i'm recovering from a shortage of a slowly used and created liquid, waiting for the pipes to fill up to 80% to get the second bank of machines turned on is anoying, ...
by AartBluestoke
Fri Aug 23, 2019 8:12 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 2140

Re: robot charging improvements / balances

@slippycheeze, i agree this challenge is part of the built in game. My problem is that there is not enough information to diagnose some of the problems. The second problem is that the opaque problem can occur at the base research level, when you are are potentially trying to work out how other logis...
by AartBluestoke
Mon Aug 19, 2019 6:00 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 2140

Re: robot charging improvements / balances

https://mods.factorio.com/mod/Robocharger is the closest mod to what i was thinking of for suggestion 4, although i don't know the balance of a 10'bot charger in 2x2 area vs the intent of the devs.
by AartBluestoke
Mon Aug 19, 2019 1:08 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 2140

Re: robot charging improvements / balances

I agree with the gist of the earlier discussions; and the calculations i've done do appear there. My primary suggestions for improvement are different though; suggestions 1,2, and 4 don't increase the asymptotic efficiency of 'bots, just allow the player to manage the observed bottleneck of charging...
by AartBluestoke
Sun Aug 18, 2019 8:44 am
Forum: Ideas and Suggestions
Topic: robot charging improvements / balances
Replies: 8
Views: 2140

robot charging improvements / balances

TL;DR I would like the number of robots 'seeking charge' to be visible, and robot charging rate to be balanced What ? 1) I would like a logistics network to show the number of robots 'seeking charge', not just 'total' and 'available' , because a naive assumption is that if you see 50/500 then there...
by AartBluestoke
Sat Feb 09, 2019 3:43 am
Forum: Ideas and Suggestions
Topic: logistics network should show 'charging' robots
Replies: 0
Views: 638

logistics network should show 'charging' robots

What: 1. Logistics network should show the count of robots seeking power, 2. any roboport with more than 10x charging platforms worth of robots queued in a circle around it should raise a warning. 3. new infinite research, roboport charging rate. Why: At the moment logistics robots have 2 status : i...
by AartBluestoke
Thu Dec 17, 2015 9:51 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83619

Re: [MOD 0.12.x] Force Fields - energy powered walls

Few issues, placed a Forcefield Emitter and got this. Error while running the event handler: __Force Fields__/control.lua:862: attempt to compare nil with number. Also this one when I use a Force Field Tool on a Force Field Emitter. Error while running the event handler: __Force Fields__/control.lu...
by AartBluestoke
Tue Apr 21, 2015 12:00 pm
Forum: Ideas and Suggestions
Topic: new gui: production tree visualisation
Replies: 2
Views: 3675

new gui: production tree visualisation

I've just opened one of the mod packs. It contains a bunch of new mods i've never played with before. Problem: i have no idea how to create certain things, or know what building/ingredients are required to make certain things: eg: in bobs mod, electrical circuits need ferric solution - how would i m...
by AartBluestoke
Wed Jan 14, 2015 10:04 am
Forum: Implemented Suggestions
Topic: Prefer to pull items from storage rather than suppliers
Replies: 3
Views: 1775

Prefer to pull items from storage rather than suppliers

Problem description: if your storage is further from the requester than the supplier, you can't clear storage, except manually, while the supply of items to the supplier chest continues. It would be nice if there was a toggle button on a requester to "prefer items in storage" to prioritize...
by AartBluestoke
Tue Dec 09, 2014 10:58 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 212261

Re: [0.11.x] Uranium Power

idea: a grenade type weapon that does "a bit" of damage to the "target" (and perhaps an area around it), but releases a whole lot of pollution (1000 or so, enough to trigger a nest to spawn) ... Good for busting big bases, but at a cost ... Also, don't be too afraid of producing ...

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