Search found 18 matches

by WarStalkeR
Fri Apr 03, 2020 6:45 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 177
Views: 54052

Re: [MOD 0.18] KRASTORIO^2

Meanwhile I will try to make compatibility mod for Krastorio^2 & Rampart Arsenal. If you need to add code for compatibility in K2 files, then send it to us. Right now it is only WIP, but I intend to replace classic Factorio ammo graphics with Krastorio style & etc as well. Also add Rampart type Kra...
by WarStalkeR
Wed Apr 01, 2020 1:12 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 177
Views: 54052

Re: [MOD 0.18] KRASTORIO^2

Meanwhile I will try to make compatibility mod for Krastorio^2 & Rampart Arsenal.
by WarStalkeR
Mon Mar 30, 2020 4:24 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 177
Views: 54052

Re: [MOD 0.18] KRASTORIO^2

Look what I have found among the artwork:
Image
I think current tank in Krastorio^2 is not big enough. And we might need a "next level" tank to keep up <_<
by WarStalkeR
Sat Mar 21, 2020 11:13 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 21136

Re: Friday Facts #339 - Beacon HR + Redesign process

In my opinion, this version of Beacon (pure tower without support metal beams) is way more neat and epic: https://cdn.factorio.com/assets/img/blog/fff-339-beacon-anim-test.gif Then the next you've shown us (that looks like a fire hydrant supported by metal beams in air). This version's effects are a...
by WarStalkeR
Fri Mar 13, 2020 2:25 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 177
Views: 54052

Re: [MOD 0.18] KRASTORIO^2

I can feel it... I can see it... It... It is the... Krastorio^2... Angel's mods... Bob's mods... Industrial Revolution... Fusing... Into... One... I can see the LIGHT! Seriously, I just realized how amazing it will be, if all these mods will be made compatible with each other. I will attempt to make...
by WarStalkeR
Fri Jan 17, 2020 5:35 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 10979

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Can I please get Train Lasers and Horse Armor DLC? Thanks.
by WarStalkeR
Sun Nov 17, 2019 10:51 am
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 12668

Re: Friday Facts #321 - Countdown

FactorioBot wrote:
Fri Nov 15, 2019 3:53 pm
Here it is! (beep boop)

https://factorio.com/blog/post/fff-321
Lol, Kovarex, if everybody was releasing 1.0 as you did, our world would've been a better place :D
by WarStalkeR
Tue Oct 30, 2018 2:16 pm
Forum: Angels Mods
Topic: Angel's Exploration (Question)
Replies: 3
Views: 1701

Angel's Exploration (Question)

Hello Arch666Angel,

I've very much enjoyed playing with Mammoth Tank (a little bit of C&C nostalgia here). In my opinion it is quite sad that it became forgotten.

Can you grant me permission to support, expand and re-upload it (along with Angel's Components and Tech)?

Thanks,
WarStalkeR.
by WarStalkeR
Thu Sep 28, 2017 10:37 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 26476

Re: Friday Facts #209 - Optimisation is a way of life

https://www.factorio.com/blog/post/fff-209 Hello Kovarex, as True God of Optimization, can you please post some short tips for optimization for Stellaris developers? Either they have hard time or just can't into optimization as they should (as almost everybody else). Just post these tips here and I...
by WarStalkeR
Mon Aug 21, 2017 5:27 pm
Forum: Modding help
Topic: A way to ignore productivity bonus for certain items?
Replies: 8
Views: 683

Re: A way to ignore productivity bonus for certain items?

Hello community, I'd like to know if is there any way to ignore productivity bonus for certain items or in certain recipes? When I found out that with Productivity Module single Spent Ceramic Filter can turn into multiple Ceramic Filters after cleaning it with pure water - it became very weird for ...
by WarStalkeR
Mon Aug 21, 2017 5:25 pm
Forum: Modding help
Topic: A way to ignore productivity bonus for certain items?
Replies: 8
Views: 683

Re: A way to ignore productivity bonus for certain items?

See vanilla kovarex process. That just doesn't allow productivity modules That is literally what he asked for. Nope. I will give example: 1) Crystallization Plant consumes 35x Thermal Water + 1x Ceramic Filter and produces 5x Ore + 1x Spent Ceramic Filter. 2) If you will put +200% productivity modu...
by WarStalkeR
Mon Aug 21, 2017 3:33 am
Forum: Modding help
Topic: A way to ignore productivity bonus for certain items?
Replies: 8
Views: 683

A way to ignore productivity bonus for certain items?

Hello community, I'd like to know if is there any way to ignore productivity bonus for certain items or in certain recipes? When I found out that with Productivity Module single Spent Ceramic Filter can turn into multiple Ceramic Filters after cleaning it with pure water - it became very weird for me.
by WarStalkeR
Wed Aug 02, 2017 1:22 pm
Forum: Modding help
Topic: How to list through all items that can be held in inventory?
Replies: 7
Views: 774

Re: How to list through all items that can be held in inventory?

data.raw.item is only a fraction of items going to inventory. There also are item-with-entity-data, item-with-inventory, blueprints & deconstructors, capsules, ammo, guns, armor, equipment, and probably some more i forgot. If you want a complete list look at Creative Mode. Thanks. I needed only som...
by WarStalkeR
Wed Aug 02, 2017 1:20 pm
Forum: Modding help
Topic: How to list through all items that can be held in inventory?
Replies: 7
Views: 774

Re: How to list through all items that can be held in inventory?

Thanks people, I found where problem was. Solved it with:

Code: Select all

for _, item in pairs (data.raw.item) do
by WarStalkeR
Wed Aug 02, 2017 11:47 am
Forum: Modding help
Topic: How to list through all items that can be held in inventory?
Replies: 7
Views: 774

Re: How to list through all items that can be held in inventory?

For scripting (control.lua) is for i, item in pairs (game.items) do --if item.name == "my-item-name" then somefunction(item) --end end Thanks for help. But what am I doing wrong? http://i.imgur.com/5RedXyp.png for i, item in pairs (game.items) do if item.type == "item" or item.type == "ammo" or ite...
by WarStalkeR
Wed Aug 02, 2017 10:23 am
Forum: Modding help
Topic: How to list through all items that can be held in inventory?
Replies: 7
Views: 774

How to list through all items that can be held in inventory?

Hello community. How can I list through all items in Factorio (vanilla and mods) that can be held in inventory?

Is there something like this?

Code: Select all

for each item in data.raw.items do
  if item.canbeininventory then
    somefunction(item)
  end
end
Thanks,
WarStalkeR.
by WarStalkeR
Thu Nov 06, 2014 11:34 am
Forum: Modding interface requests
Topic: Exposing Power Generation to Modding API?
Replies: 1
Views: 461

Exposing Power Generation to Modding API?

Dear developer, I'm humbly asking you, please expose Power Generation to Modding API more deeply, to allow modmakers to create custom power plants that consume resources, which modmakers select. Suggestion code example of weird power plant's energy_source, when two resource sets are available for us...
by WarStalkeR
Sat Nov 01, 2014 9:17 am
Forum: Resolved Problems and Bugs
Topic: [0.11.1][qebrow] Can't use modules in Electric Furnace
Replies: 10
Views: 4252

[0.11.1][qebrow] Can't use modules in Electric Furnace

I've tried to insert Productivity, Speed and Efficiency modules in to Electric Furnace module slots, but got message that I can't insert it there. This is as it should be? I've "fixed" it pretty easily by adding line: allowed_effects = {"consumption", "speed", "productivity", "pollution"}, after 400...

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