Search found 66 matches

by Flux Faraday
Wed Mar 11, 2015 11:26 pm
Forum: Mods
Topic: SlowMining 0.0.1 (11.16)
Replies: 5
Views: 7946

Re: SlowMining 0.0.1 (11.16)

waduk wrote:How about the polution ? Is it also reduced ?
Yep, it's designed to be energy/pollution neutral. I'll be happy to hear what you think :)
by Flux Faraday
Sun Mar 08, 2015 6:30 pm
Forum: Mods
Topic: SlowMining 0.0.1 (11.16)
Replies: 5
Views: 7946

Re: SlowMining 0.0.1 (11.16)

L0771 wrote:or more compatible with all mods
Thanks for the tips. I'll incorporate them if I do an update of if there are requests.
by Flux Faraday
Sat Mar 07, 2015 7:58 pm
Forum: Balancing
Topic: Slow drilling experiment
Replies: 5
Views: 11538

Re: Slow drilling experiment

ssilk wrote:Would you be so kind to create a thread in Mods or Work in progress mods?
Done. I put it in "work in progress" mods. https://forums.factorio.com/forum/vie ... =32&t=9011
by Flux Faraday
Sat Mar 07, 2015 7:56 pm
Forum: Mods
Topic: SlowMining 0.0.1 (11.16)
Replies: 5
Views: 7946

SlowMining 0.0.1 (11.16)

This tiny mod changes the electric drill to reduce mining speed and power consumption by a factor of ten. It leads to an interesting playthrough. Rather than mining an area out and moving on, you have to keep expanding to provide a rate of resource production that is what you need. Most resource dep...
by Flux Faraday
Sat Mar 07, 2015 2:32 am
Forum: Balancing
Topic: Slow drilling experiment
Replies: 5
Views: 11538

Re: Slow drilling experiment

Sure, this is the whole change: -- Adjust mining drills print(data.raw["mining-drill"]["basic-mining-drill"].mining_speed) data.raw["mining-drill"]["basic-mining-drill"].mining_speed = 0.05 data.raw["mining-drill"]["basic-mining-drill"].ene...
by Flux Faraday
Fri Mar 06, 2015 5:43 am
Forum: Balancing
Topic: Slow drilling experiment
Replies: 5
Views: 11538

Slow drilling experiment

I modded the electric drill to reduce mining speed and power consumption by a factor of ten. It was an interesting playthrough. Rather than mining an area out and moving on, you have to keep expanding to provide a rate of resource production that is what you need. Most resource deposits (on normal s...
by Flux Faraday
Tue Feb 24, 2015 9:18 am
Forum: Spread the Word
Topic: Worth a buy video about this game.
Replies: 5
Views: 15496

Re: Worth a buy video about this game.

That's awesome! I love Mack's reviews.
by Flux Faraday
Sat Feb 21, 2015 12:19 pm
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 2140

Re: Recipe woes

dee- wrote:what did I do wrong?
I don't know the answer to that one, I'm still too new to this. data.raw... is visible from data.lua, but not from control.lua. There might be a way to make it so, but I don't know if/what it is.
by Flux Faraday
Sat Feb 21, 2015 4:44 am
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 2140

Re: Recipe woes

don't know if it's accessible via lua though It is. I put this in data.lua after all the require statements: print(data.raw.recipe["speed-module"].energy_required) print(data.raw.recipe["speed-module-2"].energy_required) print(data.raw.recipe["speed-module-3"].energy_r...
by Flux Faraday
Fri Feb 20, 2015 6:00 pm
Forum: Modding help
Topic: Recipe woes
Replies: 6
Views: 2140

Re: Recipe woes

I think all the data you want is in data.raw.recipe. It might be easier to walk that table after it is built to construct your item cracking list.
[edit] Ignore me. It looks like the data you want is in all three places.
by Flux Faraday
Sat Feb 14, 2015 10:00 pm
Forum: Modding help
Topic: How to best delete an autoplace-control entry?
Replies: 4
Views: 2774

Re: How to best delete an autoplace-control entry?

To be honest I half expected there to also be an issue with the autoplace peaks in other entities as well, but Factorio 11.15 starts up and plays just fine with only those changes so it must be ignoring 'invalid' peaks or there's an actual noise-layer specification somewhere (though I don't remembe...
by Flux Faraday
Sat Feb 14, 2015 9:50 pm
Forum: Modding help
Topic: How to best delete an autoplace-control entry?
Replies: 4
Views: 2774

Re: How to best delete an autoplace-control entry?

d'oh! I totally forgot about my edits over in entity/demo-resources.lua. You are right, data.autoplace-control and data.resource need to be changed together since they cross-reference. Thank you for this and the lua-noob answers. I'm now using "for i,v in pairs" to walk tables, and I can s...
by Flux Faraday
Sat Feb 14, 2015 8:16 am
Forum: Modding help
Topic: [answered] Where does lua's print function output go?
Replies: 4
Views: 4587

Re: Where does lua's print function output go?

On linux and mac os x it prints to terminal (stdout). On windows, I'm afraid, it prints to non-existent console and you can't capture this output. Thanks for this!! All I have to do to fix this is make the console exist. So, in Windows, start a "cmd" window, navigate to Factorio's x64 dir...
by Flux Faraday
Sat Feb 14, 2015 7:37 am
Forum: Modding help
Topic: How to best delete an autoplace-control entry?
Replies: 4
Views: 2774

How to best delete an autoplace-control entry?

I'm changing the base resources in the mod I'm playing with. I can go and manually edit the autoplace-controls.lua file in base/prototypes and get exactly what I want. So I am now trying to do it properly from a mod. I need to delete the standard entries for coal and stone. I've tried this: data.raw...
by Flux Faraday
Sat Feb 14, 2015 7:24 am
Forum: Modding help
Topic: [answered] Where does lua's print function output go?
Replies: 4
Views: 4587

[answered] Where does lua's print function output go?

Does anyone know where lua's "print" function writes to? I don't see it on screen, nor do I see it in the log file. I'm working on a mod, so "game.player.print" doesn't work yet. Is there a way to direct it to a file? That would work for me. Thanks! [edit] see post 4 for a workar...
by Flux Faraday
Fri Sep 12, 2014 4:38 am
Forum: News
Topic: Friday Facts #50 Growing secretly
Replies: 28
Views: 23325

Re: Friday Facts #50 Growing secretly

ible wrote:Simply making bugs; I can do that.
lol. Yes, I should have said "biter," not "bug" :)
by Flux Faraday
Thu Sep 11, 2014 6:34 am
Forum: News
Topic: Friday Facts #50 Growing secretly
Replies: 28
Views: 23325

Re: Friday Facts #50 Growing secretly

>> ... But I'm coming to a realisation, that although the game can become bigger and bigger, the feasibility of getting to the point of having 0 bugreports and no tasks on the todolist is comparable to the feasibility of filling the infinite space with sphere made from very limited amount of resourc...
by Flux Faraday
Sun Jul 27, 2014 4:25 pm
Forum: News
Topic: Friday Facts #44 - Decision making
Replies: 62
Views: 46019

Re: Friday Facts #44 - Decision making

I fear that many designs will be too distracting for you, but a traditional MkI tank followed by a MkII hover/laser tank might be fun. In the OP, I like the traditional-looking tank designs with smaller guns. Also, it's not clear to me: is this a personal vehicle (like the car) that will do nothing ...
by Flux Faraday
Sat Jun 21, 2014 9:49 am
Forum: News
Topic: Re: Friday Facts #39
Replies: 38
Views: 30993

Re: Friday Facts #39

about->check updates still says 0.10.0 (Build 10146, win64) is the latest version. Is there a problem with the updater?
sillyfly wrote:Yes. See the original announcement: https://forums.factorio.com/forum/vie ... f=3&t=4436
Thank you! I totally missed that!
by Flux Faraday
Tue Jun 17, 2014 9:54 pm
Forum: News
Topic: Friday Facts #38
Replies: 36
Views: 27737

Re: Friday Facts #38

I just wanted to say that despite the fact the amount of music currently may be low, the quality of the current music is, in my opinion, rather good. Not the fidelity of the sound, mind you; simply the music itself is what I'm saying I enjoy. In other words, be sure to keep the current music in the...

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