Search found 72 matches
- Wed Jan 28, 2015 11:33 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 13299
Re: Colored machines, pls less of them
you might be happy to know that YuokiTani has provided me with some new graphics for the early game. you can get a preview here https://forums.factorio.com/forum/viewtopic.php?f=15&t=8073 Thanks, unfortunately i'm not as active in factorio now, but I¨m sure i'll get in it after i get bored from...
- Fri Jan 16, 2015 10:43 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75135
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
[quote="aklesey1"][quote="cartmen180"]State of the mod - 16th of January So far things look good. I've started on an user manual so people new to my mod know a bit how it works. It's a combination of information and background story, so definitely a must read for anyone using th...
- Thu Jan 15, 2015 7:03 pm
- Forum: General discussion
- Topic: Is this normal?
- Replies: 10
- Views: 4202
Re: Is this normal?
There should be an ulra hard mode where every square inch would be covered in enemy basesFishSandwich wrote:Enemy settings? Looks like a hard mode map to me.
- Wed Jan 14, 2015 6:51 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 13299
Re: Colored machines, stop it! >:(
The thing is that gfx is quite hard (at least for me). Even adding tiny bits which might seem easy require quite some time. I spend about an hour on just adding a little electric distributor box to the small electric pole, it needed to look good so it took some time to adjust and make it right. Now...
- Wed Jan 14, 2015 3:55 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75135
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Please have the modules say what they could be used for, because the way: make one of evry type and try what it fits in isn't wery convenient.
- Sun Jan 11, 2015 4:18 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75135
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
Nice that the topic is active now.
- Fri Jan 09, 2015 10:11 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328593
Re: [MOD 0.11.10] Treefarm v1.2.7
Ok, just uploaded a last bug-fix release for the "old" treefarm-mod which fixes the glue-turret bug that results in a ctd. From now on the mod will be split into 2 parts: Treefarm-Lite & Treefarm-AC Treefarm-Lite basically just contains the 2 farms and scripts that are needed to autom...
- Tue Jan 06, 2015 11:19 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75135
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]
Keep up the good work!cartmen180 wrote: I am not unfortunately :p i work as a first mate on a sailship for food and a bed. But i have a couple of days coming up to spend i port. So if i can find a decent wifi connection i will get cracking on the mod again.
- Fri Jan 02, 2015 8:43 am
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46219
Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Maybe istead of trying to genereate fixed pipes from other mods, maybe just overwrite the mod's pipes with fixed ones.
- Thu Jan 01, 2015 12:50 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 46043
Re: [MOD 0.11.6][WIP] SmartTrains
Maybe you coud make a smart train stantion that woud accept the train only of certain circuit netowork condicions were met, and some kind of circuit network broadcaster/reciver to do something like this, if coal(in main base) < 2000 then activate train stantion with coal(coal outopost) Sounds inter...
- Sun Dec 28, 2014 11:33 pm
- Forum: Mods
- Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
- Replies: 62
- Views: 46219
Re: [MOD 0.11.X] AlphaMod
Hmm good idea, i could do that in every storage-tank liquid tempeture decays. But how? I cant do it as in real world because there are no data for it, and if i wanna do this compatible with other mods it have to be universal. So I think about patter with something like (maxTemperature/startTemperat...
- Sat Dec 27, 2014 10:59 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 13299
Re: Colored machines, stop it! >:(
when i seen the ingame accumulators produce big sparks i'm like: srls :shock: how coud some batteries on their own produce such a big sparks https://www.youtube.com/watch?v=8hwLHdBTQ7s Or this: https://www.youtube.com/watch?v=7NjJgQB3WJE I think this base is under attack! #1 cool, but thats just 1k...
- Thu Dec 25, 2014 8:28 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Electric Walls (not Force Field)
- Replies: 14
- Views: 20997
Re: [MOD 0.11.x] Electric Walls (not Force Field)
Hello! This mod brings you a completely new type of wall, an electric wall, which causes a fixed amount of damage on touch . That is why i asked, if there is a damage bonus. Suggestion: electricity buffer in the wall that will drain and cause damage to any alien nearby, this "attack" can ...
- Thu Dec 25, 2014 5:16 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 13299
Re: Colored machines, stop it! >:(
Wow, you sir should be in the big mods group! Seriously your gfx are awsome, like really awsome. Thanks :) I think the Big Mod Section claims more attration and this means at the end -> more work to keep up to date, fixing problems, anwser questions and so on. i don't now how many hours need Dysoch...
- Thu Dec 25, 2014 5:13 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 24964
Re: Silica v 0.1.5 [0.11.x][WIP]
Please, make the concrete "spameable" because now if you hold place you will loose 3/9 of tiles of concrete. :( Unfortunately that is because they are not entities and the entity is just used for placement. if you overlap the existing tiles, I can check for that, but I cannot refund a par...
- Thu Dec 25, 2014 5:09 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 38829
Re: [Mod 0.11.x] Belt Blocker
Only if i coud solve issue with circuit network cables(green/red) not being craftable(blame cartmen180!). :( Digging into code right now. Fixed but only for new maps. :( It was a pain, but thank god for in-game lua commands! :D (idk how to open the .dat files that are used for saves) Gonna post thi...
- Thu Dec 25, 2014 3:55 pm
- Forum: Mods
- Topic: Silica v 0.1.5 [0.11.x][WIP]
- Replies: 54
- Views: 24964
Re: Silica v 0.1.5 [0.11.x][WIP]
Please, make the concrete "spameable" because now if you hold place you will loose 3/9 of tiles of concrete.
- Thu Dec 25, 2014 9:05 am
- Forum: Mods
- Topic: [MOD 0.11.x] Electric Walls (not Force Field)
- Replies: 14
- Views: 20997
Re: [MOD 0.11.x] Electric Walls (not Force Field)
Is there possibility for an animantion(some sparks), and different tiers coresponding to different biters?
And coud you send me the model itself(if you have it)
And coud you send me the model itself(if you have it)
- Thu Dec 25, 2014 1:59 am
- Forum: Mods
- Topic: [MOD 0.11.x] Electric Walls (not Force Field)
- Replies: 14
- Views: 20997
Re: [MOD 0.11.x] Electric Walls (not Force Field)
Maybe some kind of damage bonus when the wall is being damaged itslef?
- Wed Dec 24, 2014 10:31 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 561680
Re: Yuoki Industries 0.2.15 (11.6)
I'm installing it right now, good luck!