Search found 29 matches

by Splicer9
Wed Nov 18, 2020 12:19 am
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9807

Re: [MOD 1.0+] Larger Lamps

Thanks for the quick reply and information! Looking forward to the cool lighting update in 1.1. Thanks for all your hard work on all of the mods you have contributed to the community, I am enjoying IR very much and also look forward to its (hopeful) 1.1 update, despite all the naysayers. :)
by Splicer9
Tue Nov 17, 2020 11:40 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9807

Re: [MOD 0.17] Deadlock's Larger Lamps

Wasn't sure where to post this, and perhaps it will even be fixed in 1.1 this week but maybe not. I've noticed this problem for a long time but at a particular zoom level and certain distance away from lights just out of line of sight of the actual lamp, it suddenly gets brighter. Example in bottom ...
by Splicer9
Fri Nov 15, 2019 8:52 pm
Forum: Mods
Topic: [MOD 0.17.x] Mass Metals
Replies: 2
Views: 1088

Re: [MOD 0.17.x] Mass Metals

Yea this mod is really neat. I enjoy playing with it.
by Splicer9
Fri May 10, 2019 10:23 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9807

Re: [MOD 0.17] Deadlock's Larger Lamps

Fix confirmed, thank you for the swift update/fix! :mrgreen:
by Splicer9
Fri May 10, 2019 8:44 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 9807

Re: [MOD 0.17] Deadlock's Larger Lamps

Hello, I get this error on startup. Current.log: https://pastebin.com/TVek3MU2 Thank you for the mod!
by Splicer9
Wed Apr 03, 2019 10:58 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

BUG - Possibly related to your mod, happens on start up of the game.
https://pastebin.com/p2SWFNKG
by Splicer9
Wed Jul 18, 2018 1:04 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 116412

Re: KS Power

I did a quick test after you mentioned this and I got this: 1 Diesel Gen to 1 Accu (10MJ) @ 300KW output used .3 fuel then I did 2 Accus (20MJ) and it used .8 fuel then I tried a 'Bio Industries Accumulator' with 200MJ capacity @ 4MW output (max) and used a whole barrel (50 units). I know not as pre...
by Splicer9
Wed Jul 18, 2018 12:17 am
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 13162

Re: [0.16] Logistic Carts

This is probably a silly idea but perhaps a radar module for the equipment grid? Could reveal a small area on the map around the cart (in case radars arent in range or missing) and make it possible to load the cart up with fuel to send off in a direction to explore? I tried this earlier for fun hehe...
by Splicer9
Sun Jul 08, 2018 6:18 pm
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 11671

Re: [0.16] The Blueprint Lab 0.2.4

Bug:
http://prntscr.com/k3zy7c
Sequence of events:
1. Have blueprint in hand
2. Enter the lab
by Splicer9
Sun Jul 08, 2018 5:12 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 219
Views: 71174

Re: [MOD 0.16] Realistic Reactors

Hello, was trying to disable the vanilla reactor using code I saw on page 2 of this post: data:extend({ { type = "technology", name = "nuclear-power", icon_size = 128, icon = "__RealisticReactors__/graphics/technology/realistic-reactors.png", effects = { { type = "...
by Splicer9
Sun Jul 08, 2018 3:42 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 13162

Re: [0.16] Logistic Carts

Bug:
http://prntscr.com/k3ygbl
What I did:
Rotated constant combinator next to a cart.
(sorry for posting in portal discussion as well, forgot you had this forum post somehow lol.. :P )
(Oh and thanks for the fixes and attention to this mod, I'm liking the direction your taking it. :) )
by Splicer9
Wed Jul 04, 2018 11:21 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 13162

Re: [0.16] Logistic Carts

Bug: http://prntscr.com/k2novz What I did: Started new game to test stuff and I set game speed to 10 for something. I got into a car and my car blew up a minute later from biters I think is when this error came up. All research command was used but no logistic cart entities were placed, interacted ...
by Splicer9
Sat Jun 23, 2018 2:18 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

Thanks buddy! One more thing I found: Dectorio modifies some color signals and the high contrast lamps mod you made doesnt support them so I wasnt able to color the high contrast lamps (which are a great idea btw). Thanks! I dont expect you to fix every bug I find, I just like to put it out there be...
by Splicer9
Sat Jun 23, 2018 1:47 pm
Forum: Texture Packs
Topic: [REQUEST] Machines for my food-based mod
Replies: 29
Views: 10302

Re: [REQUEST] Machines for my food-based mod

This mod is great, thank you! Is there any chance you can collaborate with TheSAguy who authors the Bio Industries mod? Between your mod and his mod, thats all anyone would ever need for Bio/Food expansion! His mod handles alternatives to using materials to make plastic, batteries etc, ways to autom...
by Splicer9
Sun Jun 17, 2018 2:48 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

DA, the Production Scrap 2 mod has a conflict with Mini Machines mod. It seems that mod doesn't like when you try to give those machines another output? https://mods.factorio.com/mod/mini-machines/discussion/5af73c140d55990009b014f2 Not sure if it would be an easier fix for him (Kryzeth) or you? Eit...
by Splicer9
Wed Jun 13, 2018 8:19 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

Hey dude, saw ya on the Factorio group facebook page xD Just joined it. Anyways, check out this short convo I had with Orzelek the RSO mod guy: https://mods.factorio.com/mod/rso-mod/discussion/5b1bdc327775f9000a65393d Any chance it can be tweaked to work? If its too much work no worries :D Cheers ED...
by Splicer9
Mon May 28, 2018 12:02 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

In regards to: Logistic Mine Mod Could you make it so that these mines are unlocked only when the appropriate tech is researched? Exception: Player has Brave New World mod If the player has that mod then your logistic mine mod is perfect as is but if not, then you probably only want it to unlock whe...
by Splicer9
Tue May 22, 2018 11:04 pm
Forum: Modding help
Topic: [SOLVED] Production Scrap 2 - Issue with handcrafting
Replies: 9
Views: 2406

Re: Production Scrap 2 - Issue with handcrafting

I think you fixed it man ! :D excellent work, thanks!
by Splicer9
Mon May 21, 2018 9:12 pm
Forum: Mods
Topic: MINI MODS
Replies: 50
Views: 27586

Re: MINI MODS

I had started a topic in the mod help discussion board: https://forums.factorio.com/viewtopic.php?f=25&t=60339 Hope you don't mind, I just really love the concept of this mod and how I have to have a "junk" bus for rejected materials :D Once this handcrafting side effect is fixed it wi...
by Splicer9
Sat May 19, 2018 4:13 pm
Forum: Modding help
Topic: [SOLVED] Production Scrap 2 - Issue with handcrafting
Replies: 9
Views: 2406

Re: Production Scrap 2 - Issue with handcrafting

*Bump* Sorry but I havent been able to remedy this issue and I think its beyond my understanding. I fear that handcrafting will not be possible with this mod when items like iron plates for example having a 6% chance of dropping scrap instead of the plate itself upon crafting.

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