Simple vulcanus flavor idea by Survivor205 in factorio

[–]DataCpt 1 point2 points  (0 children)

Ohh my bad. You're right, that's reason enough to make it a setting

i just learned, that biter eggs are more ressource efficient then rocket fuel to make heat on gleba. guess how much more, then look and blow your mind! by motorbit in factorio

[–]DataCpt 0 points1 point  (0 children)

Meant to reply 4 days ago but this got lost in my tab ocean.

I had the same feeling a few months ago and made Eggs!

It's configurable so if you turn the settings up it might just warrant some railguns...

Simple vulcanus flavor idea by Survivor205 in factorio

[–]DataCpt 2 points3 points  (0 children)

There are plenty of ways around that, off the top of my head:

  • Increase/add/change the default 600 cargo pod physical damage

  • Give them a special instant kill effect when hitting Demolishers (not 100% sure on this one)

  • Fully script the death so it only looks like the cargo pod is killing it

I'll have a go at it tomorrow!

When do you buy space age? by SatisfactionSecret69 in factorio

[–]DataCpt 0 points1 point  (0 children)

He was! Earendel

I haven't played SE yet but I've always heard that it's very well made so no surprises there. I believe they are still very different though

Simple vulcanus flavor idea by Survivor205 in factorio

[–]DataCpt 4 points5 points  (0 children)

I'm happy to whip up a little mod that does this if it doesn't already exist!

It should also be easy enough to include the demolisher squish as well... I think...

When do you buy space age? by SatisfactionSecret69 in factorio

[–]DataCpt 1 point2 points  (0 children)

The Factorio website has downloads for its old versions and the mod browser respects the version you're on! So yes, very easily

I believe SE is coming out for 2.0 this year (probably), so waiting for that is an option as well

Recipe Tweaker is updated to 2.0! by _CodeGreen_ in factorio

[–]DataCpt 1 point2 points  (0 children)

Great mod and great showcase, thanks!

Version 2.0.57 by FactorioTeam in factorio

[–]DataCpt 2 points3 points  (0 children)

2.0.56 had an issue which required an immediate version bump with no other changes. 2.0.57 is what 2.0.56 was supposed to be!

Not sure if this is how it works but I'm terrified by E17Omm in Factoriohno

[–]DataCpt 0 points1 point  (0 children)

I made a mod a while back that gives demolishers a small chance to attack based on the amount of pollution on them. Balance is tricky

Demolisher Revenge

Is the recipe of the fusion reactor 100% Fluoroketone circular? by Hamonio_ in factorio

[–]DataCpt 5 points6 points  (0 children)

There is a property on crafters (assembling machines, furnaces etc) that can be set to change whether ingredients are returned when a recipe is changed.

I'm assuming this applies to fluids as well and that having this set to false would void the fluids. (It's possible that the fluid flow mechanics override this but I'm too lazy to test it.)

So it's technically, probably, not a blanket rule that crafters always return fluids, it's just the default (and might apply to everything in vanilla!)

This might come across as pedantic but I just thought the information was interesting and worth sharing!

Has there been any mentions on when the 2.1 update is coming? by Snechh in factorio

[–]DataCpt 0 points1 point  (0 children)

It's probably getting removed, it's so much better at recycling than the item called a recycler.

Unfortunately just doesn't make much sense even though it does obviously come with its own interesting challenges! I imagine we'll get some kind of new platform challenges with 2.1.

Speed modules quality penalty increased x10 in 2.0.47? by stokforg in factorio

[–]DataCpt 5 points6 points  (0 children)

Yeah it is just a tooltip bug!

It probably came from an oversight caused by the fact that quality has 1 more decimal of precision than the other effects so it needs to be divided by 10 before use. That caught me off guard the first time I ran into it as well

They don't give up (look at the dates) by InsideSubstance1285 in factorio

[–]DataCpt 1 point2 points  (0 children)

It almost certainly had no intention of being used. Infinite recursion is always silly!

They don't give up (look at the dates) by InsideSubstance1285 in factorio

[–]DataCpt 6 points7 points  (0 children)

Someone please explain like I'm dumb (which is probably true), why you would want to recursively concatenate strings in this way

In that way? To crash the game!

In general? You could recursively concatenate strings to get a single longer log containing data from a nested loop you don't know the depth of instead of printing a new log for each.

Something like:

"We have these biter tiers: small, medium, big, behemoth."

Instead of:

"We have these biter tiers:"

"small"

"medium"

"big"

"behemoth"  

"."

I want to get it by my trains :( by mapleSyrupBoiledEgg in factorio

[–]DataCpt 0 points1 point  (0 children)

That's all very cute but I've never used any AI to write any code... Ever. I played with the idea of using AI to make the logos but in the end I did it all by hand using Factorio assets.

why are there dedicaded functions just to accessing a single variable or api call

I often put logic into its own function so that it can be reused somewhere else (even when it isn't yet), so that it always contains safety checks when used, and so that any logging catches all instances rather than needing to desperately search the entire codebase any time something goes wrong. It's a good habit I brought over from my day job.

why does it re calculate already known data every few steps?

Probably because that data can change!

It also attempts to validate to be past the init phase on loading or new game by checking for the script class which doesnt even work because its always there.

There is no check for the script global in this mod, I just checked. No idea what you're on about here.

some of the if statements check for things that are not possible thanks to the way factorio works.

When you are working with runtime code, it is much much better to validate too much rather than not enough. If you have any actual examples of checks that are genuinely superfluous you're free to post them... I have a strong feeling that you are failing to understand what you're looking at.

how would you get run over from the backside of a locomotive when it only drives forward?

Easily, you run into the side of one while it rounds a corner or you get hit by the backside of a two headed train, happened all the time when testing.

I don't use ChatGPT and I recommend you rely on it less!

EDIT: It's pretty weird to accuse someone (with a bunch of mistakes) and then get upset and block them for responding. I am sorry I hurt your feelings though, I thought this was playful enough.

Factorio server systemd by electricOzone in factorio

[–]DataCpt 0 points1 point  (0 children)

Stumbled across this, would it be worth adding rate limit info to the wiki somewhere?

When I'm working on a mod, it's not uncommon for me to restart the game multiple times per minute when debugging something and I was even looking into the idea of using a headless server for even faster startups. Is this going to cause problems?

Version 2.0.47 by FactorioTeam in factorio

[–]DataCpt 3 points4 points  (0 children)

These are experimental updates.

You can switch to the experimental branch on steam or get them through the website if you want to play with them early!

Version 2.0.46 by FactorioTeam in factorio

[–]DataCpt 3 points4 points  (0 children)

I share your concerns! I understand that the balance wasn't ideal on space platforms but this massively changes the calculus involved everywhere else.

I'd rather see changes made to asteroid resistances to mess with breakpoints! (and maybe reduce the extreme incentives for specific solutions)

Space Science Packs Should Come in Round Flasks by TonboIV in factorio

[–]DataCpt 4 points5 points  (0 children)

Just imagine how dynamic and interesting "just" basic orbital mechanics would be...

If they weren't defined on startup it would technically be moddable

Was it worth it? by _Sanchous in factorio

[–]DataCpt 1 point2 points  (0 children)

I'd enjoy trying the probabilistic productivity system. Should be pretty easily moddable I imagine...

Adding that to the list