Search found 168 matches

by Holy-Fire
Fri Jun 27, 2014 7:36 am
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11341

Re: [MOD 0.9.x +] Zlowdown v1.0

1. Fuel - It would take me some research to figure out how to parse the base fuel values (given as strings), I'll figure it out eventually unless someone gives me a pointer first. pointer: string.sub(string, first index[, last index]) or (variable) str:sub(first index[, last index]), the last index...
by Holy-Fire
Wed Jun 25, 2014 2:01 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11341

Re: [MOD 0.9.x +] Zlowdown v1.0

I haven't had the chance to try it out and am a bit concerned how nice it plays with a ton of other mods enabled. For example I usually run my Factorio with at least Treefarm, Yukoki, DyTech (now modular), Bobplates, Ores etc. Does it generally slow down the game progress even for mods? If yes that...
by Holy-Fire
Tue Jun 24, 2014 9:36 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11341

Re: [MOD 0.9.x +] Zlowdown v1.0

perkel wrote:So keep on going dude. You are doing fine job !
Thanks :)
by Holy-Fire
Sun Jun 22, 2014 8:05 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11341

[MOD 0.9.x +] Zlowdown v1.6

tl;dr: This mod slows down most automated processes in your factory. Manual actions remain unchanged. Motivation: I like to play Factorio in an economics-minded way, maximizing my ROI and growing as fast as possible; if not to keep up with the ever-evolving biters, then as a speed-run. However, I t...
by Holy-Fire
Sun Jun 22, 2014 9:30 am
Forum: Modding help
Topic: Setting mod priority
Replies: 2
Views: 1352

Setting mod priority

I'm writing a mod that modifies a wide range of existing prototypes with foreach loops. I want it to be usable in conjunction with other mods, so that it modifies any prototypes added by those mods as well. For that to work, my mod must be loaded after the other mods; but there is no particular mod ...
by Holy-Fire
Sat Jun 21, 2014 11:24 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 4659

Re: Modding Research lab speed?

bobingabout wrote:You've gone through this huge convoluted process here.

I cloned the lab, and added the tag "crafting_speed = 2," and it seems to work.
Are you sure this works? I tried adding the tag to the lab and it had no effect.
by Holy-Fire
Tue Jun 17, 2014 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Oil leaks
Replies: 4
Views: 3364

Re: [0.9.8] Oil leaks

slpwnd wrote:Thanks for the report. There was a leak indeed. This is now fixed for 0.10.1.
Cool!
by Holy-Fire
Sun Jun 15, 2014 10:38 pm
Forum: General discussion
Topic: Modules in Pumpjacks
Replies: 16
Views: 24921

Re: Modules in Pumpjacks

Lets say I put in a 20% speed module, does that basically mean I'm getting 0.120 / s? Yes. For depleted wells you want speed modules, no question. However, for non-depleted wells, speed modules speed up the rate of depletion, while productivity modules do not. It can be mathematically shown that lo...
by Holy-Fire
Sun Jun 15, 2014 9:24 pm
Forum: Gameplay Help
Topic: Boiler / steam engine ratio
Replies: 4
Views: 3650

Re: Boiler / steam engine ratio

Well, you can do much more with 100kW of electricity than with 100kW of fuel energy since burner machinery is much less efficient. Just compare the burner inserter with a regular inserter - the burner consumer more than 10 times the energy but is slower than the normal energy. It doesn't really mat...
by Holy-Fire
Sun Jun 15, 2014 9:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Oil leaks
Replies: 4
Views: 3364

Re: [0.9.8] Oil leaks

Is there any way to see if the oil really vanishes or if the pumpjack just pumps slower? I always thought that was what happened when the filling speed dropped. Yes. If you open the pumpjack GUI you see the progress bar filling at the normal speed. The electricity usage of the pumpjacks is normal. ...
by Holy-Fire
Sun Jun 15, 2014 7:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Oil leaks
Replies: 4
Views: 3364

[0.9.8] Oil leaks

When I connect a pumpjack to a storage tank, the tank starts to fill up at a certain rate. When the tank starts to get full (say, 2000 units out of the max capacity of 2,500 units), the rate at which its storage fills up decreases. This is despite the fact that the pumpjack is still operating at ful...
by Holy-Fire
Sun Jun 15, 2014 7:38 pm
Forum: Modding help
Topic: Using onload
Replies: 2
Views: 1363

Re: Using onload

What you want to use is the oninit function. Oninit triggers whenever the mod is first loaded in the map, so when you load a map created without the mod, the game recognizes that the mod was added and runs its oninit function instead of onload. The reason it happens after several minutes is because...
by Holy-Fire
Sun Jun 15, 2014 6:17 pm
Forum: Modding help
Topic: Using onload
Replies: 2
Views: 1363

Using onload

I'm writing a mod that, among other things, modifies some existing technologies and recipes, and adds a new item (unlocked by one of the existing technologies). If I enable the mod and load a saved game created without the mod, the technologies and recipes remain with the original prototype, and the...
by Holy-Fire
Sun Jun 15, 2014 4:58 pm
Forum: Gameplay Help
Topic: Boiler / steam engine ratio
Replies: 4
Views: 3650

Re: Boiler / steam engine ratio

Boilers have a power output of 390kW, steam engines 510kW, hence the roughly 1.3:1 ratio. Of course, the power generated is the minimum between what the boilers can support and what the engines can, so if you build extra of one of them you'll have built it for nothing (though it's not a huge problem...
by Holy-Fire
Sat Jun 14, 2014 7:58 pm
Forum: Show your Creations
Topic: OAK's Full Underground Factory
Replies: 9
Views: 11718

Re: OAK's Full Underground Factory

Cute.

I'm sticking with the old gods though.
by Holy-Fire
Mon Jun 09, 2014 4:41 pm
Forum: Modding help
Topic: Modding Research lab speed?
Replies: 12
Views: 4659

Re: Modding Research lab speed?

bobingabout wrote:You've gone through this huge convoluted process here.

I cloned the lab, and added the tag "crafting_speed = 2," and it seems to work.
Interesting, thanks.
by Holy-Fire
Sun Jun 08, 2014 7:48 pm
Forum: Ideas and Suggestions
Topic: Dividers
Replies: 12
Views: 6816

Re: Dividers

ssilk wrote: Edit: and to this splitting above by Holy-Fire: would be cool, if someone built it and makes a photo and post it.
Your wish is my command :)

(Of course this is just a symbolic version)
by Holy-Fire
Fri Jun 06, 2014 1:38 pm
Forum: Implemented Suggestions
Topic: Switch the names of the "news" and "updates" subforums.
Replies: 6
Views: 2265

Re: Switch the names of the "news" and "updates" subforums.

I agree.

Though to be fair, "news" lists all the new versions, and "updates" lists the weekly updates about development.
by Holy-Fire
Fri Jun 06, 2014 8:50 am
Forum: Modding help
Topic: Modding night darkness?
Replies: 2
Views: 1378

Re: Modding night darkness?

Afaik you cannot modify the darkness. (read-only) The same applies to the daylength. But because the current daytime is read/write you could use a workaround. E.g. you want to make the night longer you could read the current daytime if it passed midnight you reset it back to midnight. Continue as l...
by Holy-Fire
Thu Jun 05, 2014 10:16 pm
Forum: Modding help
Topic: Modding night darkness?
Replies: 2
Views: 1378

Modding night darkness?

How do I make the night darker?

(And in general, change parameters relating to the day/night cycle).

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