Search found 22 matches

by Alxandr
Sat May 27, 2017 4:36 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 346007

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.8

The train encoding is an output only. It doesn't use it to filter which kinds of trains can go to the station. (there's lots of discussion of this in the thread and it's currently listed as a "will not implement" in the main post).

Somehow I missed the output functionality. Alright, so I'll have ...
by Alxandr
Tue May 09, 2017 7:00 am
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 26089

Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research

You could merge these mods together into one and have options to enable build/mine/pickup/loot. Like how you can install bobsores, but you have to turn on the ores you want to spawn.
by Alxandr
Thu May 04, 2017 1:45 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 26089

Re: [MOD 0.15+] Long Reach/Build/Mine/Pickup/Loot Research

As far as I've understood it, loot is still defined in the game - it's just not used all that much. A mod could for instance make it's own loot (bob's enemies for instances drops/dropped tiny artifacts when you murdered biters). So for vanilla, this research might not make much sense, but the loot ...
by Alxandr
Wed May 03, 2017 3:20 pm
Forum: Angels Mods
Topic: Updates thread
Replies: 1
Views: 1692

Updates thread

Could you make a pinned locked thread where you post changelogs/updates. I find it somewhat hard to keep up to date with the angel mods updates because it's buried in page 70+ or other threads. I would really like a thread with only updates where other people can't spam.
by Alxandr
Tue May 02, 2017 2:26 pm
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 28652

Re: 0.15 - plans?

Add factorissimo and the stuff you can carry around goes from ridiculous to literally "I have the world in my pockets".
by Alxandr
Mon May 01, 2017 5:19 pm
Forum: Modding interface requests
Topic: Radar module equipment
Replies: 8
Views: 3786

Re: Radar module equipment

Could we get some feedback on this?
by Alxandr
Sun Apr 30, 2017 12:27 pm
Forum: Mod and installation managers
Topic: Automata - Instance manager for Factorio
Replies: 0
Views: 2820

Automata - Instance manager for Factorio

I've started work on a factorio instance manager (plan is to also deal with mods). It's not very far allong, but I wanted to show what I have so I could get feedback sooner rather than later. My goal is to effectively reproduce the functionality offered by the curse client for minecraft (now renamed ...
by Alxandr
Sun Apr 30, 2017 9:25 am
Forum: Bob's mods
Topic: 0.15 - plans?
Replies: 64
Views: 28652

Re: 0.15 - plans?

What's your plan for power mod in 0.15 bob? The new ratio of 1 boiler to 2 engines is really nice, perhaps you could add a mk4 engine and keep ratio between boilers/engines of same tier?
by Alxandr
Sat Apr 29, 2017 10:24 pm
Forum: Technical Help
Topic: Override data directory on OSX
Replies: 6
Views: 2507

Re: Override data directory on OSX

Thanks, that worked :)
by Alxandr
Sat Apr 29, 2017 9:59 pm
Forum: Technical Help
Topic: Override data directory on OSX
Replies: 6
Views: 2507

Re: Override data directory on OSX

So, I just tested this.

Game is positioned at ~/foo/factorio.app

Config file is positioned at ~/foo/config/config.ini

Config file content:

[path]
read-data=__PATH__executable__/../../data
write-data=/Users/alxandr/foo/data


Command run:


open -a /Users/alxandr/foo/factorio.app --args ...
by Alxandr
Sat Apr 29, 2017 9:07 pm
Forum: Technical Help
Topic: Override data directory on OSX
Replies: 6
Views: 2507

Re: Override data directory on OSX

I'm not running factorio from the command line though. Or rather, I am, but I'm not running it as a normal process, I'm starting it using the `open` command. To get more concrete, let's say I have factorio installed at /foo, in which case I can start it using:

open -a /foo/factorio.app

How would ...
by Alxandr
Sat Apr 29, 2017 7:28 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 26089

Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research

Lol, you would never have to move :P. That should be a custom achievement of some kind. Launch a rocket without moving :P
by Alxandr
Sat Apr 29, 2017 7:02 pm
Forum: Technical Help
Topic: Override data directory on OSX
Replies: 6
Views: 2507

Override data directory on OSX

Hi. I'm trying to override the data directory on OSX. I've tried following guides at https://wiki.factorio.com/Application_directory and https://forums.factorio.com/viewtopic.php?f=49&t=12819&p=87281#p87281 , and I've tried moving the config-path.cfg to different places in the file hierarchy (both ...
by Alxandr
Sat Apr 29, 2017 2:42 pm
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 26089

Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research

Would that make sense though? I mean, you can only zoom out so far, reaching longer than the camera will show you yield no benefit, no?
by Alxandr
Sat Apr 29, 2017 10:04 am
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 26089

Re: [MOD 0.14+] Long Reach/Build/Mine/Pickup/Loot Research

Will you update these mods for 0.15?
by Alxandr
Thu Apr 20, 2017 11:47 am
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 9597

Re: [MOD 0.14.x] Alien Goop Cracking

This looks really cool, but I have a question. Does the "goop" wells spawn without biters being spawned? If not, could you make that an option? That would make this a great peacefull mod for when you don't play with biters.
by Alxandr
Mon Feb 20, 2017 6:54 pm
Forum: Modding interface requests
Topic: Radar module equipment
Replies: 8
Views: 3786

Re: Radar module equipment

That being said, when I think about it, being able to increase the range of the personal radar too would be pretty cool. Though I probably wouldn't "waste" the grid slots on it :P
by Alxandr
Mon Feb 20, 2017 6:10 pm
Forum: Bob's mods
Topic: Literally unplayable
Replies: 2
Views: 2520

Re: Literally unplayable

by Alxandr
Mon Feb 20, 2017 3:31 pm
Forum: Modding interface requests
Topic: Radar module equipment
Replies: 8
Views: 3786

Re: Radar module equipment

Yeah, that's what I thought as well. Effectively you would get a train that updated your "world view" (map) whenever it passed an area. It would allow you to easier discover biter movement outside your base.
by Alxandr
Sat Feb 18, 2017 8:59 pm
Forum: Bob's mods
Topic: Request: Vehicle Radar
Replies: 2
Views: 1581

Re: Request: Vehicle Radar

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