Search found 21 matches

by thebacon
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. ...
by thebacon
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...
by thebacon
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...
by thebacon
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 ...
by thebacon
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...
by thebacon
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...
by thebacon
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)

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
Doh. I'll look into it and push an updated version to github.
by thebacon
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...
by thebacon
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.
by thebacon
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...
by thebacon
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?
by thebacon
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
by thebacon
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...
by thebacon
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 ...
by thebacon
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=...
by thebacon
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...
by thebacon
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...
by thebacon
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...
by thebacon
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)...
by thebacon
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.

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