Never used github. How does it work ? And how to release mod versions with github ?
If you're new to git, then https://try.github.io/ is a really good place to start. There's a bit of a learning curve, but git is pretty amazing in terms of what it can do as a change-management system, and for ...
Search found 18 matches
- Mon Apr 16, 2018 11:30 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 91179
- Fri Apr 13, 2018 11:20 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 91179
Re: [MOD 0.15.x] Mining Space Industries
I don't suppose you're using github at all? I'd be very happy to send in typo fixes and modest coding suggestions as pull requests.I agree that text should be more clear. But that needs coding... And I´m lazy. Hehehe
- Fri Apr 13, 2018 1:08 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 91179
Re: [MOD 0.15.x] Mining Space Industries
I'm really enjoying MSI; I hope you don't mind me giving more feedback, especially on what I'm finding to be enjoying the most.
I've just found and recovered my first wreck, and that felt *really good*; the big timer is great, and the worms near it made it a more interesting challenge. However I ...
I've just found and recovered my first wreck, and that felt *really good*; the big timer is great, and the worms near it made it a more interesting challenge. However I ...
- Fri Apr 13, 2018 12:03 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 91179
Re: [MOD 0.15.x] Mining Space Industries
Bug reporting time! Some of these may be working as intended, but I'm reporting them just in case they're bugs:
It's possible for some of the starting wrecks to spawn in water.
It's possible for some of the starting wrecks to spawn on ore patches.
The initial rain of debris (leaving metal ...
It's possible for some of the starting wrecks to spawn in water.
It's possible for some of the starting wrecks to spawn on ore patches.
The initial rain of debris (leaving metal ...
- Thu Apr 12, 2018 2:51 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 91179
Re: [MOD 0.15.x] Mining Space Industries
This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
Thanks in advance for what I'm sure will be an awesome playthrough!
- Thu Apr 12, 2018 5:00 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147948
Re: [0.16] Sea Block Pack 0.2.6
I was only getting 8 crushed stone out from the 180 stone that would have to go in to make that much mineral water (Helmod says 1000 mineral water / second for 450 sludge for pure sorting). How are you processing them to get so much stone?
Oh! You can also crush the geodes before dissolving them ...
Oh! You can also crush the geodes before dissolving them ...
- Thu Apr 12, 2018 4:44 am
- Forum: Mods
- Topic: [MOD 0.16] Trade empire
- Replies: 8
- Views: 6205
Re: WIP: [MOD 0.16] Trade empire
This looks like a great concept! Have you considered having a building that allows you to repay or at least reduce the loan before reaching space capabilities?
This might be a trading-pad where you can sell resources at a vastly discounted rate (since your bank is providing the transport to space ...
This might be a trading-pad where you can sell resources at a vastly discounted rate (since your bank is providing the transport to space ...
- Thu Apr 12, 2018 3:39 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147948
Re: [0.16] Sea Block Pack 0.2.6
Am I missing a recipe in a tech I don't have yet or do you really need this many electrolyzers?
If you want to run four sorters at 100% capacity, then yes, that would require a require a lot of electrolyzers. Sixty doesn't sound unreasonable.
It's worth noting that ores produce crushed stone ...
If you want to run four sorters at 100% capacity, then yes, that would require a require a lot of electrolyzers. Sixty doesn't sound unreasonable.
It's worth noting that ores produce crushed stone ...
- Fri Apr 06, 2018 12:57 am
- Forum: Mods
- Topic: [MOD 0.16.x] Marathon Mod Continued
- Replies: 4
- Views: 3179
[MOD 0.16.x] Marathon Mod Continued
Description
Were you a fan of the original Marathon Mod , or Marathomaton , and wish you could play with them with Factorio 0.16.x? Well, wish no longer!
I've been running my own custom branch of Marathon/Marathomaton for months. As Marathomaton hasn't been updated for Factorio v0.16, and I've ...
Were you a fan of the original Marathon Mod , or Marathomaton , and wish you could play with them with Factorio 0.16.x? Well, wish no longer!
I've been running my own custom branch of Marathon/Marathomaton for months. As Marathomaton hasn't been updated for Factorio v0.16, and I've ...
- Thu Apr 05, 2018 3:21 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688939
Re: Development and Discussion
Is there a way to get acetone acid ?
Like using sugar to create it ?
Using green catalyst are too expensive for making bio plastic.
I'm making bio-plastic by turning almost anything into a nutrient mush, and refining that into acetone. It's working a treat!
There's a second pathway producing ...
Like using sugar to create it ?
Using green catalyst are too expensive for making bio plastic.
I'm making bio-plastic by turning almost anything into a nutrient mush, and refining that into acetone. It's working a treat!
There's a second pathway producing ...
- Wed Apr 04, 2018 2:08 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688939
Re: Development and Discussion
Hey Angel,
Just wanted to say that after a long break I've been playing with the new Bio Industries mod and it's been *fantastic*. Through a bit of exploring I got some bio-plastic running, which gave me just enough to plastic to make a handful of circuits, which in turn meant I could construct ...
Just wanted to say that after a long break I've been playing with the new Bio Industries mod and it's been *fantastic*. Through a bit of exploring I got some bio-plastic running, which gave me just enough to plastic to make a handful of circuits, which in turn meant I could construct ...
- Tue Oct 03, 2017 6:02 am
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 25744
Re: Friday Facts #210 - Circuit connector module implementation
These look fantastic! Thank you so much, I'm very much looking forward to 0.16!
As others have mentioned, I'd *love* to see some colour-blindness friendly options for the wires. They've always been a challenge for me to see.
However rather than simply allowing the user to change the wire-colours ...
As others have mentioned, I'd *love* to see some colour-blindness friendly options for the wires. They've always been a challenge for me to see.
However rather than simply allowing the user to change the wire-colours ...
- Thu Jun 08, 2017 2:00 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688939
Re: Development and Discussion
Just a tiny bug report on Logistics.
Unexpected behaviour: The 'Cargo Robots 2' tech has a big storage chest, but the tool-tip describes it as 'Unknown key: "entity-name.angels-logistic-chest-storage"' when hovering over it in the tech tree.
Expected behaviour: The chest has a name. :)
Locale ...
Unexpected behaviour: The 'Cargo Robots 2' tech has a big storage chest, but the tool-tip describes it as 'Unknown key: "entity-name.angels-logistic-chest-storage"' when hovering over it in the tech tree.
Expected behaviour: The chest has a name. :)
Locale ...
- Tue Jun 06, 2017 1:31 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 59607
Re: [0.14] What is it used for?
Just here to express unsolicited appreciation for Coppermine. I've been using What Is It Really Used For in my rebalanced Angel/Bob/Marathomation game and it's *amazing*. Seeing the code progress as I've been playing the last week or two has been wonderful, and the recent updates to show ingredient ...
- Sat Jun 03, 2017 8:17 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 16137
Re: [MOD 0.15.x] Marathon Mod Automated
Thanks faraway9912! You've probably noticed my steady stream of bug reports and pull requests as I play. :)
Where I'm comfortable with the code, some suggestions will come in as PRs. I imagine not all of those suggestions are ones you'll want to accept, but the PR hopefully saves a step as it means ...
Where I'm comfortable with the code, some suggestions will come in as PRs. I imagine not all of those suggestions are ones you'll want to accept, but the PR hopefully saves a step as it means ...
- Tue May 30, 2017 1:25 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 16137
Re: [MOD 0.15.x] Marathon Mod Automated
Thanks so much for this! I'm starting a new game with it now.
Just one small logistics request; if you're willing, is there any chance you can enable issues on the github repo? I'm terrible at submitting and tracking bugs via forum, but great at submitting and fixing bugs via github. :)
Many ...
Just one small logistics request; if you're willing, is there any chance you can enable issues on the github repo? I'm terrible at submitting and tracking bugs via forum, but great at submitting and fixing bugs via github. :)
Many ...
- Mon May 08, 2017 3:18 am
- Forum: Energy Production
- Topic: [0.8.x] Big solar farm
- Replies: 49
- Views: 171883
Re: [0.8.x] Big solar farm
/me casts raise thread.
I *really* liked DaveMc W's layout, which includes walkways and space for a roboport, so here's a shareable blueprint for it. A huge thanks to DaveMc W for such a great design!
0eNqdmeuK2zAQhd9Fv51F1l15lbIUb1YUgy/Bl9IQ8u7NpZsWOiPr5FdIsL/ozBzNjOyz+OjWdJzaYRH7s2gP4zCL ...
I *really* liked DaveMc W's layout, which includes walkways and space for a roboport, so here's a shareable blueprint for it. A huge thanks to DaveMc W for such a great design!
0eNqdmeuK2zAQhd9Fv51F1l15lbIUb1YUgy/Bl9IQ8u7NpZsWOiPr5FdIsL/ozBzNjOyz+OjWdJzaYRH7s2gP4zCL ...
- Sun Jun 19, 2016 12:51 am
- Forum: Mod and installation managers
- Topic: CFAN - mod manager
- Replies: 37
- Views: 32984
Re: CFAN - mod manager
Holy smokes! I started the CKAN project, and I've been away from development for a little bit and only just discovered this! It makes me immensely happy to see a CFAN fork.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)