Search found 59 matches

by Guest_4544
Sat Oct 27, 2018 4:47 pm
Forum: Ideas and Suggestions
Topic: Individual (vehicle) weapon cooldown
Replies: 0
Views: 1121

Individual (vehicle) weapon cooldown

It would be nice to have a option were on vehicle weapons I can "chain" it together that it indicates that they are of same type and are sharing the same cooldown. This issue is more profound if one of the vehicle weapons has a long cooldown such as 8 seconds that leaves the player undefen...
by Guest_4544
Sat Oct 27, 2018 4:08 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 239458

Re: Friday Facts #266 - Cleanup of mechanics

In my opinion to me it sounds like it the developers just haven't spend enough thought on it how those mechanics could be refined and/or exploited so that it is actually useful and in turn explain the new player how they are used in this context. Yes of course those mining hardness is pretty much us...
by Guest_4544
Thu Apr 21, 2016 7:29 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45775

Re: Feedback

NOD was warning me about ads produced by adfly. Some of them seemed to link stuff considered dangerous. As for the mod itself - currently it doesn't try to follow basic mod thread format Well he is using mega now for uploads, and for the 2nd part I am just assuming he doesn't know English very well...
by Guest_4544
Thu Apr 21, 2016 3:05 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 101539

Re: [MOD 0.12.X] Mining Tools 1.0.3

It would mean duplicate all the existing 1x1 dynamite to 2x2 and 3x3... No I meant that those 2x2/3x3 dynamite types would be like those Water Injector not as in having a duplicate of those dynamite types with increased range. So 1 2x2/3x3 dynamite would spawn some coal, iron, copper etc... There i...
by Guest_4544
Thu Apr 21, 2016 2:17 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 101539

Re: [MOD 0.12.X] Mining Tools 1.0.3

I'll work on the recipe updates. Then release the version. PS: by the way, the "reactor" mod does not seem really finished... :-) Alright, thanks for adding these. And yes the reactor mod is a bit unstable. But since the recipe/item won't be available at all when the mod is not present (a...
by Guest_4544
Thu Apr 21, 2016 1:06 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45775

Re: Feedback

This one seems to be a bit unstable - no proper 0.12.29 update. Well that's why I'm helping him a bit by means of bug reports so that his mod is a bit more stable, since he got some interesting (in my opinion) stuff there. Also links to it make my NOD warn me about potentially not welcome content. ...
by Guest_4544
Thu Apr 21, 2016 12:43 pm
Forum: Mods
Topic: [Mod 0.14]Mod Reactor 1.0.0
Replies: 21
Views: 28019

Re: [Mod 0.12]Mod Reactor 0.0.28

You totally fucked up the lava boiler. Here is how it should look like: http://pastebin.com/bHhSrR3P There is also a error when placing the lava pump above the lava boiler Error while running the event handler: __reactor__/control.lua:417: attempt to index global 'resultLiq4' (a nil value) Have also...
by Guest_4544
Thu Apr 21, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 101539

Re: [MOD 0.12.X] Mining Tools 1.0.3

Guest_4544 , can you test this extended version of the mod with your 3 nuclear mods, and tell me if everything is ok for you before I publish it as a stable version ? MiningTools_1.0.7.zip It integrates ores and gas, with dynamites and injection. The newly added dynamite ore works as intended, I ha...
by Guest_4544
Thu Apr 21, 2016 4:13 am
Forum: Ideas and Suggestions
Topic: Research a Technology again/Auto Recipe update
Replies: 3
Views: 2330

Research a Technology again/Auto Recipe update

Well currently when a mod adds additional recipe which is dependent on a Technology and if the player has the Technology has already researched, he cannot get it at all. So I would like to suggest to add a button to let the player at least research the technology again to unlock those newly added re...
by Guest_4544
Wed Apr 20, 2016 8:56 pm
Forum: Mods
Topic: [Mod 0.14]Mod Reactor 1.0.0
Replies: 21
Views: 28019

Re: [Mod 0.12]Mod Reactor 0.0.27

Ver Reactor 0.0.27 fixed Ore Mane Mk1 + Mk2 Great, this fix worked. The Chemical Injection Chamber is missing from "Ore Washang" (Ore Washing) Technology. Which causes the Copper_Shard , Iron_Shard unobtainable due to missing structure. Workaround fix (ingame): /c for i , force in pairs(g...
by Guest_4544
Wed Apr 20, 2016 8:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571651

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Arch666Angel wrote:You can get alien artifacts from the bio processing chain in angelsprocessing :)
Isn't that dependent on bobs mod or did you changed that now so it can work with vanilla stuff only?
by Guest_4544
Wed Apr 20, 2016 5:54 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 101539

Re: [MOD 0.12.X] Mining Tools 1.0.3

For a new ore, please give me the name of the mod that integrates this other ore and I'll see what I can do. I have to integrate it in the code, but also design an icon for the recipe. I could make my code more modular to easily integrate custom ore. Here you go: Nucular: https://forums.factorio.co...
by Guest_4544
Wed Apr 20, 2016 4:52 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571651

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

http://i.imgur.com/TwZxTGc.png Water treatment plant, but needs some more ideas for recipes and integration. Nice model, hmm perhaps it could be used to make some sort of distilled/cleaner/purified water types for flotation cell, that or getting rid of dirty waters. Maybe change the "Block&quo...
by Guest_4544
Wed Apr 20, 2016 4:38 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 101539

Re: [MOD 0.12.X] Mining Tools 1.0.3

here is v1.0.3 : prevents the player to exploit twice the same zone with the Water Injector. Note that it won't take into account the mining fields you already created with v1.0.2... Is there some kind of a timeout for this or is it indefinite? Besides that I like this mod, also what is needed to m...
by Guest_4544
Tue Apr 19, 2016 8:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571651

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Shouldn't that be in the migration file then? :P For the migrations there are 2 files types, JSON and LUA, the LUA one is for some script related stuff while the JSON one is meant for entitys, items etc... Which is mainly used for renaming old entity into a new entity See here: https://wiki.factori...
by Guest_4544
Tue Apr 19, 2016 8:22 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571651

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

What should this script do? It renames the item to a different one, essentially keeping the old item so users/players who updated this mod doesn't lose anything. The gfx for the ore processing plant is temporary now that I know how to make them myself from the ground up. The current gfx is just a c...
by Guest_4544
Tue Apr 19, 2016 7:51 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 46232

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Basically if you delete control.lua from any mod, it removes changes to the original game. Usually it won't bug the game and you can still play normally, but the entities from the mod using control.lua will not work correctly. For example, the wind turbines mod: If you delete control.lua, the turbi...
by Guest_4544
Tue Apr 19, 2016 7:44 pm
Forum: Resource Spawner Overhaul
Topic: Feedback
Replies: 107
Views: 45775

Re: Feedback

Any chance for adding ores from this mod?

viewtopic.php?f=97&t=16162

thanks in advance.
by Guest_4544
Tue Apr 19, 2016 7:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571651

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Hey angle you could add this for the processing mod. YYYY-MM-DD_angelsprocessing_version.json or 2016-04-19_angelsprocessing_1.4.json { "item": [ ["processed-iron-ore", "iron-processed"], ["processed-copper-ore", "copper-processed"] ] } Is the Ore Pr...
by Guest_4544
Tue Apr 19, 2016 6:31 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 46232

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

bloc97 wrote: The planned features of this mod will eventually be focused on modifying vanilla aspects, and would break your save if you removed this mod without preparations
What a shame, I hoped there would be a option to get only the new stuff without the vanilla changes.

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