Search found 21 matches
- Mon Mar 12, 2018 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Only replace different belt types if they are the same tier
- Replies: 14
- Views: 5585
Re: Only replace different belt types if they are the same tier
I suggested in https://forums.factorio.com/viewtopic.php?f=23&t=54987#p323863 I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by clicking directly on them, but not whilst running/dragging. ...
- Mon Nov 14, 2016 5:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 66100
Re: [MOD 0.12.x] Bergius Process
Hey Klonan, I don't suppose you would want to release this as a pure replacement for oil? (That is not requiring blue science to research.) I ask because I'm currently playing a ribbon map (100 tiles high), and can't push out past enemies any more, and can't find any oil. Remembered this mod but the...
- Fri Apr 29, 2016 2:13 am
- Forum: Texture Packs
- Topic: [Request] Icons for Advanced Weaponry
- Replies: 0
- Views: 1844
[Request] Icons for Advanced Weaponry
My mod (and I) are in desperate need for someone who has any clue how to make pixel art in the "factorio style". If you want to check out the mod first its over here: https://forums.factorio.com/viewtopic.php?f=93&t=21346 I've made icons for most of the weapons/ammo that I've added, an...
- Thu Apr 28, 2016 9:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 60542
Re: [MOD 0.12.x] Finite Water
Just figured I should chime in and mention that this is my favorite mod, has to be combined with water drill (or some such water generation) if you play with water only in start area. Because every oil processing takes too much water. I would love to be able to play with friends with this, Although ...
- Thu Apr 28, 2016 12:59 am
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Finals are almost over, after that I should get a chance to update technology icons and release some small fixes and balances. In the meantime if you have any suggestions or complaints let me know, I'll try and squeeze them in with the update. Also considering new weapons but not sure where to go af...
- Sun Mar 27, 2016 7:25 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Updated localization issues for 0.3.1, on github: https://github.com/thebaconz/Advanced-Weaponry/releases I'm getting an error when loading Factorio. "Filename of mod C:User/..... \Advanced-Weapondry - 3.0 doesn't match the expected Advanced-Weapondry _ 3.0." Looks like there something dif...
- Sun Mar 27, 2016 6:22 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Doh. I'll look into it and push an updated version to github.NoriSilverrage wrote:Not sure if this is working as intended but I'm getting a unknown key on research for all the upgrades.
https://www.dropbox.com/s/21k0fsvvbp50c ... 0.jpg?dl=0
- Mon Mar 21, 2016 7:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Can somebody do something with this old a11 mod?
- Replies: 1
- Views: 3524
Re: Can somebody do something with this old a11 mod?
Seems to be a call on Util.cpp that isn't resolved, causing the game to not load through. Was looking through the code and can't figure out how to fix it. But I'm a noob. Seems like it could be rewritten per technology upgrade though. Right now it seems to put calls on other files for the data to de...
- Mon Mar 21, 2016 2:40 am
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 15281
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
Or upload to github, and use a page like this:
http://www.somsubhra.com/github-release-stats/
To be able to pull download amounts.
http://www.somsubhra.com/github-release-stats/
To be able to pull download amounts.
- Thu Mar 17, 2016 6:03 am
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Released 0.3.0 Grab it off git -Adds Grenade Launchers, more range than normal grenades. -Three Launched Grenades to choose from. -Research to unlock. Next release will be a while, but I'd like to change the research icons, and generally all the icons. And I'm pretty bad at pixel art so its going to...
- Tue Mar 15, 2016 4:24 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357932
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.1.3
It appears liquids are handled somewhere behind the scenes? I was looking at a way to make it work more like a Storage Tank, but haven't seen any way to apply liquids to an entity. Suppose that is the reason for the proxy tanks?
- Mon Mar 14, 2016 11:35 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
Re: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Released 0.2.0 on Github:
Grab it off Git.
-Re-balanced Laser Rifle
-Added Laser Damage and Speed Upgrades
-Fixed a few minor errors/misspellings
Grab it off Git.
-Re-balanced Laser Rifle
-Added Laser Damage and Speed Upgrades
-Fixed a few minor errors/misspellings
- Mon Mar 14, 2016 6:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time Lapse Mod
- Replies: 27
- Views: 35805
Re: [MOD 0.12.x] Time Lapse Mod
https://www.youtube.com/watch?v=LBh2RaorrCc Here is what I got, 0.1 zoom. After watching it I realize I should've just used the swap to noon for screenshots (that strobe)... or figure out how many ticks between noon-ish? Was going to take this down because it hurts my brain, but I'll leave it for ot...
- Sat Mar 12, 2016 4:24 am
- Forum: Mods
- Topic: [MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
- Replies: 11
- Views: 18922
[MOD 0.12.X] Advanced Weaponry (PewPew Lasers)
Advanced Weaponry Description: Extends upon the weaponry present in the base game, adding several new weapons. Factorio Version: 0.12.X Released: 2016/03/27 (0.3.1) Tested on Factorio Version: 0.12.24 Dependencies: None License: MIT License Extra Thanks: NikTheStickman (Icons/Moral Support), Mewse ...
- Sat Mar 05, 2016 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash (LuaContext::clearTemporaryStateIncremental)
- Replies: 4
- Views: 2172
Re: Crash
I have been unable to reproduce it since those first two times. I will update if I ever manage to reproduce it again. The Mods I have Enabled are as follows: Eco Trees - 0.0.2 https://forums.factorio.com/viewtopic.php?f=94&t=14547 RSO - 1.4.8 https://forums.factorio.com/viewtopic.php?f=79&t=...
- Sat Mar 05, 2016 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: Crash (LuaContext::clearTemporaryStateIncremental)
- Replies: 4
- Views: 2172
Re: Crash
Replicated the issue doing the same thing (tried draining the same pond), here's a screenshot and the log. https://www.dropbox.com/s/j5baydn00mld2mq/Screenshot%20%287%29.png?dl=0 0.001 2016-03-04 16:27:00; Factorio 0.12.24 (Build 17689, win64) 0.001 Operating system: Windows 10 0.001 Program argumen...
- Fri Mar 04, 2016 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash (LuaContext::clearTemporaryStateIncremental)
- Replies: 4
- Views: 2172
Crash (LuaContext::clearTemporaryStateIncremental)
Was using finite water to drain the tiny 3x3ish blocks of water into a tank then removing both when crash occurred, was also handcrafting things at the time (steam engines and boilers). Not sure if modded ones get looked into but figured I'd post what I could before I jump back in game. Too many hou...
- Thu Mar 03, 2016 9:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 35014
Re: [MOD 0.12.x] STRS - Radar Systems
Seems pretty well balanced. I've mainly used LR so far, the power draw on it seems reasonable. I could see it costing a bit more to make. (Possibly 5 Red Circuits & 10 Steel Plates + current cost. [Still negligible for the gains]). And when you get around to modeling them I wouldn't mind it bein...
- Thu Mar 03, 2016 9:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Time Lapse Mod
- Replies: 27
- Views: 35805
Re: [MOD 0.12.x] Time Lapse Mod
One other issue I noticed was that it wouldn't restart on loading a map (probably due one of factorio's latest patches). Talked to a programmer friend and he came up with a solution, he put a pull on github or some such nonsense (I just nod and say yes and pretend he's speaking english)...
- Tue Mar 01, 2016 10:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Time Lapse Mod
- Replies: 27
- Views: 35805
Re: [MOD 0.12.x] Time Lapse Mod
Spitballing here, anyone know if its possible to have this working on multiple saves? Possibly by naming the folder after the map seed or placing in a specific folder for a map seed? I've noticed that when you go to a new map the count seems to start over and will overwrite previous.