Search found 20 matches

by SereneRebel
Sat Jan 05, 2019 4:48 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 162333

Re: [MOD 0.16.x]Factorio Extended 0.3.1

I'ts a shame to see this mod and others from this author have seem to have been abandoned.

Thanks to others that have found ways to fix the issues with lower res graphics.
by SereneRebel
Fri Mar 16, 2018 12:46 am
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

Mod has been released https://mods.factorio.com/mod/plc
by SereneRebel
Fri Mar 16, 2018 12:45 am
Forum: Mods
Topic: [MOD 0.16] PLC (Programmable Logic Controller)
Replies: 1
Views: 1211

[MOD 0.16] PLC (Programmable Logic Controller)

Title: Programmable Logic Controller Unit Short Description: Manipulate your signals just like a PLC Name: plc Mod State: Alpha Downloads: Mod Portal Source: GitHub Long Description Programmable Logic Controller takes circuit network inputs and uses them in a small program then outputs them to anot...
by SereneRebel
Fri Mar 02, 2018 1:30 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 67958

Re: [MOD 0.14] AAI Vehicles: Miner

PM'd you the links and i think ive found where the problem may lie
as i said in the pm the pathing seems to reset when it starts burning a new bit of fuel.
by SereneRebel
Tue Feb 27, 2018 1:33 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35114

Re: [MOD 0.14] Sticky notes - leave notes or signs on the map

I have loaded Stickynotes 2.1.3 into 0.16.24 and hammered it to work there was quite a few changes and i dont think it looks quite right but it works info.json Line 8 change version to "0.16" prototypes/styles.lua Line 26 change to parent="frame", Line 58 change to parent="l...
by SereneRebel
Tue Feb 27, 2018 10:56 am
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

Well here it is.
plc_0.1.0.zip
(170.65 KiB) Downloaded 145 times
Criticism, Comments, Tips etc are welcome since this is the first mod I have actually written I'd like to know where i stuffed it up
by SereneRebel
Tue Feb 27, 2018 10:51 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 67958

Re: [MOD 0.14] AAI Vehicles: Miner

I can't recreate the problem, and also the code that I thought might be causing issues can only run when a path is incomplete. Maybe the miners is trying to get somewhere but the pathfinding is failing (maybe the destination is blocked by another miner?). Or maybe another controller somewhere is in...
by SereneRebel
Tue Feb 27, 2018 10:30 am
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

I had a very similar idea but abandoned it since it was too big. Basically it is executing lua in lua via loadstring. So a player can code any behavior he wants. I thought about making an API that will allow script to retrieve data or interact with game state in a non-cheaty way. [Also I tried to d...
by SereneRebel
Sun Feb 25, 2018 1:53 am
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

Ok another update since i've had some time to play a game with the new mod and have found some usability issues, mostly just i'ts "clunkyness" The graphics, albeit simple, are usable as it stands and i have added a lot of tool-tips to hopefully help If anyone's interested i should have a r...
by SereneRebel
Sun Feb 25, 2018 1:49 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 67958

Re: [MOD 0.14] AAI Vehicles: Miner

It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes No, I think that's a bug with aai-programmable-vehicles. Th...
by SereneRebel
Thu Feb 22, 2018 11:40 am
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 67958

Re: [MOD 0.14] AAI Vehicles: Miner

It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes
by SereneRebel
Wed Feb 21, 2018 2:51 pm
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

Ok another update.. i know but I'm getting excited

Graphic:
Graphic
I think the base might be a bit tall and I'm not really happy with the texture but it's a start

Tech Graphic: - also the same as the item icon
Tech Graphic
by SereneRebel
Wed Feb 21, 2018 1:32 pm
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

Good news is..... I'm kind of happy with the status of the mod to call it alpha. There is some graphics - albeit probably crap and I'm open to suggestions / someone more creative to do them better It doesn't crash the moment you breathe on it Bad news is there is still no manual or instructions othe...
by SereneRebel
Wed Feb 21, 2018 1:16 am
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Re: Another "do everything..almost" mod

I'm currently polishing up some graphics for it which has been a fun challenge having never used blender before, granted i have quite a background in 3D design and printing just not rendering. I'm keen to hear what improvements you had in mind for the UI specifically since this has been quite a hack...
by SereneRebel
Sun Feb 18, 2018 3:40 pm
Forum: Mods
Topic: Another "do everything..almost" mod
Replies: 10
Views: 4076

Another "do everything..almost" mod

Long story... So i was having a good play with the AII vehicles and AII structures mods and i found myself needing something _more_ to control things how id like would take enourmous amounts of combinator logic. so off i went to find something that could help i tried microcontroller mod, i tried com...
by SereneRebel
Sun Feb 18, 2018 5:03 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] Word wrap on textbox moves cursor to the wrong place
Replies: 2
Views: 2843

[wheybags] Word wrap on textbox moves cursor to the wrong place

I have not been able to find another post about this so I've inevitably decided to make my first report. When typing into a textbox that happens to force a wordwrap the cursor/caret then ends up in a very wrong spot as shown in this short video https://youtu.be/lp1sFU_deuQ Has anyone else seen this ...
by SereneRebel
Mon Feb 12, 2018 2:53 am
Forum: Mods
Topic: [MOD 0.15] Computer Mods
Replies: 7
Views: 5214

Re: [MOD 0.15] Computer Mods

Excellent mod just one question, how quickly does the code actually execute? does it run as much as it can during a single tick? eg until os.wait() is called I'd like to know if it is possible to write out "1 tick" outputs as i have a use that would require being able to send a stream of s...
by SereneRebel
Sat Jan 13, 2018 3:13 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 162333

Re: [MOD 0.16.x]Factorio Extended 0.3.1

fixterjake wrote:Image

Getting this error on startup, running on 0.16.10
I also had this and upon a quick look it is looking for the file roboport-base-patch-mk2.png
where-as the file name is actually roboport-base-mk2-patch.png
by SereneRebel
Fri Feb 24, 2017 12:43 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 151370

Re: GreyGoo Mk I: A self-expanding factory

I have to say i have spent the good portion of the last 3 days furiously studying this gamechanger and looking how to use this for other expansion methods. i must say this is genius. Now i have it loaded with some other mods, namely FactorioExtended, that allows me to use roboport mk2(huge range) to...

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