Search found 23 matches

by Mezmerro
Thu May 11, 2017 3:16 pm
Forum: Ideas and Requests For Mods
Topic: Space Mining
Replies: 1
Views: 1140

Space Mining

0.15 added ability to send things to space and recieave something back, yet it seems noone used this functionality so far. Can someone who actually knows how modding works make a simple mod that uses this functionality? I want to play with helum-3 mining satelites, but as I know close to nothing abo...
by Mezmerro
Sun May 07, 2017 9:34 pm
Forum: Mods
Topic: [MOD 0.14] General Improvements 0.4.4 - More of late game
Replies: 45
Views: 38595

Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Well, I made a 0.15 fork of this mod for a personal use, but it's a cut version, only with things I use - basically only turrets, armor, electricity and buggy. I added some 0.15-based sprites for some stuff and threw away logistic stuff, module rebalance and some obsolete armor modules. Can I drop i...
by Mezmerro
Wed May 03, 2017 7:30 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 40541

Re: [0.15] Teleportation

Few issues in a current version: 1) Teleport Beacon does not show animation 2) Teleport Beacon sprite is off-center (try to shift it on X axis) 3) When using jump marker while personal teleporter does not have enough charge it displays "personal teleporter not equiped" message (or somethin...
by Mezmerro
Sun Oct 02, 2016 10:11 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 69291

Re: [MOD 0.14.x] Additional-turret

New cannon turret looks a bit too thin and flimsy. Could you add a turret ring (like that on the rapid cannon turret) or concrete base (like on small artillery or MK2 cannon)?
by Mezmerro
Sun Oct 02, 2016 10:03 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 468179

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

I would use power switch and manual placement of copper wire in order to enable circuit control for thumpers. Its much easier if not using laser turrets. Me too, but it's not an elegant solution, and I cannot use it to control thumpers placed in free spots of my turret nests. Doubly so if I power t...
by Mezmerro
Tue Sep 27, 2016 7:29 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 468179

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Is there an example you could point out to me so I can see how it's done and I'll implement. Frankly I have no idea is it even possible with current modding tools, and haven't seen any mods that add circuit network compatibility to entities that do not support circuit networks by default. Then agai...
by Mezmerro
Tue Sep 27, 2016 10:21 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 468179

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Could you please add circuit support for all the radar-like entities in this mod, so they could be activated\deactivated on certain signal?
by Mezmerro
Fri Sep 23, 2016 9:00 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 69291

Re: [MOD 0.14.x] Additional-turret

Also I think acidthrower turret should deal a good deal more damage or be better in some other way (longer range, bigger splash, more presistant "flames") then flamethrower turret, given sulfuric acid is almost three times more expensive than crude oil.
by Mezmerro
Thu Sep 22, 2016 6:20 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 69291

Re: [MOD 0.14.x] Additional-turret

zumf wrote:I want to second this. Much prefer the old icons so you can tell in a glance what things are. Not sure why they were changed.
Check out my modded mod file from the previous page in case you missed it.
by Mezmerro
Thu Sep 22, 2016 2:30 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 69291

Re: [MOD 0.14.x] Additional-turret

While new version brings a lot of good stuff, I'd like to have old descriptive icons back - new ones with boring overlays over old shells, icons and outdated turret icons are... well, boring, and more so look almost identical. Everyone uses better icons mod anyways, and this new icons does not fit w...
by Mezmerro
Mon Sep 19, 2016 12:27 pm
Forum: Ideas and Requests For Mods
Topic: Mod request: Weapon Slots
Replies: 9
Views: 4026

Re: Mod request: Weapon Slots

Any progress towards release version so far?
by Mezmerro
Sun Sep 18, 2016 9:37 am
Forum: Ideas and Requests For Mods
Topic: Mod request: Weapon Slots
Replies: 9
Views: 4026

Re: Mod request: Weapon Slots

also, what is exoman? couldn't find in forums Exoman was an awesome mod for 0.13 that had hotkeys for switching up to 4 power armor profiles pretty much like your belt does, hotkeys for gradual enabling/disabling exosuits or roboports. Unfortunately it also had dozens of useless buggy and/or laggy ...
by Mezmerro
Sun Sep 18, 2016 9:31 am
Forum: Ideas and Requests For Mods
Topic: Mod request: Weapon Slots
Replies: 9
Views: 4026

Re: Mod request: Weapon Slots

Everything works fine, except every time I change the belt it plays error sound and displays:

Code: Select all

"Unknown key:"Info.equiping-belt"
in chat
sometimes it also adds a line "3" in chat.
by Mezmerro
Sun Sep 18, 2016 9:04 am
Forum: Ideas and Requests For Mods
Topic: Mod request: Weapon Slots
Replies: 9
Views: 4026

Re: Mod request: Weapon Slots

So it's like armor profiles from Exoman before 0.14 broke it, except with weapons? And working. Man, I miss Exoman...
by Mezmerro
Sun Sep 18, 2016 1:21 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 242101

Re: [MOD 0.12.x] Autofill

Please add support for ammo and turrets from Additional Turrets mod - there are a lot of both in it, and manually adding it with console is just too tedious.
by Mezmerro
Sun Sep 18, 2016 1:12 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 671223

Re: [MOD 0.14.x] pY Coal Processing

pyanodon wrote:3 - Is what i can do for now, the whole mod will follow that graphic style.
I don't think making the graphic a bit darker, dirtier, and with slightly distorted edges to fit vanilla factorio style would be too hard for you - those could be made with a few simple filters.
by Mezmerro
Sun Sep 18, 2016 12:14 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 671223

Re: [MOD 0.14.x] pY Coal Processing

I personally have few issues with this mod: 1) There is no ways of dumping creosote/tar you don't need (save wasting it in steam engine or a flare stack) or creating creosote it in bulk when you do need it. 2) Pipe attach points do not correlate with factory sprites 3) Graphics are too "clean&q...
by Mezmerro
Sat Sep 17, 2016 9:49 pm
Forum: Mods
Topic: [MOD 0.13.x] Fusion Reactor
Replies: 45
Views: 35493

Re: [MOD 0.13.x] Fusion Reactor

So as this mod was apparently abandoned by it's author, I tinkered for a bit with it to make it compatible with 0.14 and a bit better: - added some better sprites (Stolen from YI without permission. Shame on me... They're MIT anyway, so permission isn't required) - replaced all "Fusion" wi...
by Mezmerro
Sat Sep 17, 2016 9:01 pm
Forum: Ideas and Requests For Mods
Topic: Mod request: Weapon Slots
Replies: 9
Views: 4026

Mod request: Weapon Slots

Can someone please make a mod that increases the number of weapon slots (preferably via research), or failing that adds weapon loadouts you can switch with a hotkey? There is no need for such thing in vanilla game, where you end up with an SMG - combat shotgun - flamethrower loadout, but with some m...
by Mezmerro
Wed Aug 17, 2016 7:02 pm
Forum: Ideas and Requests For Mods
Topic: Specialized Refinery fix
Replies: 0
Views: 751

Specialized Refinery fix

Can someone fix this mod, so the recipes could accept productivity modules? Original mod authot seem to drop it's development and does not respond

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