Search found 23 matches
- 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...
- 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...
- 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...
- 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)?
- 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...
- 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...
- 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?
- 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.
- 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
Check out my modded mod file from the previous page in case you missed it.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.
- 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...
- 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?
- 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 ...
- 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:
in chat
sometimes it also adds a line "3" in chat.
Code: Select all
"Unknown key:"Info.equiping-belt"
sometimes it also adds a line "3" in chat.
- 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...
- 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.
- 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
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.pyanodon wrote:3 - Is what i can do for now, the whole mod will follow that graphic style.
- 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...
- 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...
- 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...
- 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