Search found 840 matches

by Supercheese
Tue Dec 01, 2020 12:39 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.1
Replies: 112
Views: 73319

Re: [MOD 1.1] Squeak Through 1.8.1

Thanks to all the fine folk who confirmed the mod works fine in the current game version, especially voidus & zomis on GitHub. The mod has been updated for 1.1.

I don't have as much time to mod Factorio as I used to and I very much appreciate testing/merge requests/bug reports.
by Supercheese
Fri May 01, 2020 6:51 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.18] Orbital Ion Cannon 1.8.2

Yes, exactly that. I've updated that for v1.8.2, which will be available momentarily.
by Supercheese
Sun Mar 08, 2020 10:19 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.18] Orbital Ion Cannon 1.8.1

Version 1.8.1 out to fix the issue. Thanks to Bellicosity and other folks for their contributions!
by Supercheese
Mon Jan 27, 2020 12:21 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.18] Orbital Ion Cannon 1.8.0

Version 1.8.0 released, thanks for the help there jimmy!

The standard library 1.4.0 was released, so that's been set as the new version dependency.
by Supercheese
Tue Jan 21, 2020 6:59 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.1
Replies: 112
Views: 73319

Re: [MOD 0.17] Squeak Through 1.4.0

15 months ago i posted a thread in your mod's discussion, suggesting you should check for a prototype flag like "ignore_squeak_through = true" so you don't need to add support for every mod and we don't have to rely on you providing support, but you didn't answer. maybe you didn't answer because yo...
by Supercheese
Sun Oct 13, 2019 7:13 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.1
Replies: 112
Views: 73319

Re: [MOD 0.17] Squeak Through 1.4.0

New version, 1.4.0! This update is courtesy of Foxite who submitted the new features in a PR: https://github.com/Suprcheese/Squeak-Through/pull/8 I have not been playing nor modding Factorio for quite a bit, so it's nice to have continuing community-driven interest in refining old mods. Squeak Throu...
by Supercheese
Sat Mar 23, 2019 9:53 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.17] Orbital Ion Cannon 1.7.1

Thank you for the report, fixed in version 1.7.2! :)
by Supercheese
Wed Mar 20, 2019 7:39 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.17] Orbital Ion Cannon 1.7.1

Darkov wrote:
Mon Mar 11, 2019 12:28 am
can you get rid of ion cannons that you spawned by accident via the cheat/admin panel?
You can now in version 1.7.1! Also fixed a bug with Bob's Mods compatibility, and Factorio Standard Library is now a required dependency. The mod portal should automatically download and install it when updating.
by Supercheese
Sun Mar 17, 2019 2:48 am
Forum: Questions, reviews and ratings
Topic: Is there a mod that has or does this?
Replies: 2
Views: 399

Re: Is there a mod that has or does this?

Why not just use three splitters...?
by Supercheese
Wed Mar 13, 2019 2:13 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.17] Orbital Ion Cannon 1.7.0

jimmy_1283 wrote:
Tue Mar 12, 2019 4:00 am
I've noticed that the announcer sounds are affected by zoom level and map view, any idea if there is a way around this? I've been trying to figure it out on my own without success.
This might be something that vanilla Factorio is doing. Have you observed it with other mods that play sound effects?
by Supercheese
Mon Mar 11, 2019 5:44 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.17] Orbital Ion Cannon 1.7.0

Version 1.7.0 released, with many thanks to emperorjimmy who kindly submitted a Pull Request on GitHub covering the preliminary update work! Some additional minor features also made their way in. Changelog: Updated for Factorio 0.17 (thanks emperorjimmy !) Updated Russian translation (courtesy of ba...
by Supercheese
Mon Mar 11, 2019 1:37 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Darkov wrote:
Mon Mar 11, 2019 12:28 am
can you get rid of ion cannons that you spawned by accident via the cheat/admin panel?
I'll add that for the 1.7.1 update.
by Supercheese
Wed Mar 06, 2019 2:25 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

DTSephiroth wrote:
Fri Mar 01, 2019 8:20 pm
Any plans to update this mod for version 0.17?
Yes, I have a couple small features I want to add in addition to 0.17 compatibility.
by Supercheese
Thu Feb 28, 2019 6:18 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.1
Replies: 112
Views: 73319

Re: [MOD 0.17] Squeak Through 1.3.0

Version 1.3.0 is now out with Factorio 0.17 compatibility. I have a pretty crappy thumbnail for it currently, and I feel that there are plenty of people out there who could come up with a better one. So, how about it? Try making a neat 144x144 thumbnail for Squeak Through and post it here! I'm very ...
by Supercheese
Wed Feb 27, 2019 12:48 am
Forum: Mods
Topic: [MOD 0.16] Map Ping 1.0.4
Replies: 13
Views: 4332

Re: [MOD 0.16] Map Ping 1.0.4

Since Factorio 0.17 now includes native Map Ping functionality, this mod is now redundant! :)
by Supercheese
Tue Dec 04, 2018 10:53 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 212296

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Hmm, it's definitely not a situation I have considered specifically; However, an immediate method I can see is to have those regions covered by Radar(s) closeby such that they are always revealed on the map. This should ensure that they are not auto-targeted during Radar scanning cycles.
by Supercheese
Fri Nov 02, 2018 9:18 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 19831

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Nice to see that my clunky Map Ping mod will be no longer needed! This native implementation looks way nicer.
by Supercheese
Tue Aug 28, 2018 4:30 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 27969

Re: [MOD 0.16] Vehicle Wagon 1.2.5

Is it intentional that the wagon cannot exceed speeds of about 372,6 km/h with nuclear fuel? It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me :( Vehicle wagons should have exactly the same speed properties as vanilla cargo wagons, since the code...
by Supercheese
Sun Aug 19, 2018 10:14 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.1
Replies: 112
Views: 73319

Re: [MOD 0.16] Squeak Through 1.2.2

An option to have a list of prototypes with individual toggles in the mod settings has always been something I've had on a list for potential future development. I think it'd be a great idea, and I'm always happy to review and incorporate pull requests in any of my projects, especially since this pa...
by Supercheese
Sun Jun 17, 2018 9:51 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 27969

Re: [MOD 0.16] Vehicle Wagon 1.2.4

When unloading the crawler vehicle from angels on a diagonal tile errors and save game closes. Error while running event Vehicle Wagon::on_tick (ID 0) __Vehicle Wagon__/control.lua:210: attempt to index local 'wagon' (a nil value) I've not had much time for developing my Factorio mods lately, but I...

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