Search found 35 matches

by BuilderOfAges
Wed Jan 02, 2019 5:26 pm
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 4239

Re: [0.17] Adding Ore Hardness and Pickaxes back in

I think that would be the best place to stop the cursor-mining phase in the extant Stone Age mod. Good point. I'll keep it in mind when I update for 0.17. I hope you've had time to read my thought dump on what I had in mind when contemplating jumping into the deep end of modding with something I wo...
by BuilderOfAges
Wed Jan 02, 2019 5:22 pm
Forum: Mods
Topic: [MOD 0.16] Stone Age (alpha)
Replies: 7
Views: 1743

Re: [MOD 0.16] Stone Age (alpha)

- Sand is hard to see in the desert biome and there isn't enough of it. I've since removed sand entirely. - I like to play with Mountains (now Cross Mod), so code which turns any stone dropped from an entity break into jagged rock rather than stone, in lieu of not being able to mine large rocks at ...
by BuilderOfAges
Wed Jan 02, 2019 4:00 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 4239

Re: [0.17] Adding Ore Hardness and Pickaxes back in

featherwinglove wrote:
Sun Dec 30, 2018 5:56 pm
Then someone went on to say that scripting and data were two different "engines"? :roll: Perhaps the modding documentation needs a laymen's intro to some basic programming terminology.
The devs are way ahead of you ;). https://lua-api.factorio.com/latest/Data-Lifecycle.html
by BuilderOfAges
Wed Jan 02, 2019 3:58 am
Forum: Ideas and Requests For Mods
Topic: [0.17] Adding Ore Hardness and Pickaxes back in
Replies: 22
Views: 4239

Re: [0.17] Adding Ore Hardness and Pickaxes back in

I'm going to see if I can ring up the StoneAge guy, since script-modding hand tools is already his schtick, and his mod already uses both, and these changes will probably mean starting over from scratch for him. Summon him and he shall apear ;). Anyway: I've decided to wait a while for 0.17 to come...
by BuilderOfAges
Sat Nov 03, 2018 3:53 pm
Forum: Mods
Topic: [0.16] Get that cheddar
Replies: 4
Views: 535

Re: [0.16] Get that cheddar

Where the name comes from:
name-origin.png
name-origin.png (265.42 KiB) Viewed 522 times
by BuilderOfAges
Sat Nov 03, 2018 3:45 pm
Forum: Mods
Topic: [0.16] Get that cheddar
Replies: 4
Views: 535

Re: [0.16] Get that cheddar

Yeah hadn't finished uploading it yet. Fixed now.

No wine. I briefly considered going further, like replacing pipes with swiss cheese, but for a prank this is enough effort I think.
by BuilderOfAges
Sat Nov 03, 2018 2:42 pm
Forum: Mods
Topic: [0.16] Get that cheddar
Replies: 4
Views: 535

[0.16] Get that cheddar

Type: Mod Name: Get that Cheddar! Description: Iron ore is now cheese, iron plates are melted cheese. License: MIT Version: 1.0.0 Release: 2018-11-03 Tested-With-Factorio-Version: 0.16.51 Category: Resources Download-Url: https://mods.factorio.com/mod/cheddar Website: https://forums.factorio.com/vie...
by BuilderOfAges
Thu Nov 01, 2018 6:50 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 7759

Re: Fixing NPE - Full Burner Start

Imho anyone demanding burner powered assemblers should play at least the first 5 hours of Xander Mod . While not a perfect comparison due to increased recipe complexity it does offer a lengty burner-only starting phase. Perhaps AAI Industries would be a better proxy for the experience being describ...
by BuilderOfAges
Thu Nov 01, 2018 6:47 pm
Forum: Balancing
Topic: Fixing NPE - Full Burner Start
Replies: 22
Views: 7759

Re: Fixing NPE - Full Burner Start

There's one not insignificant problem here, and that is a player ends up with a power plant that has nothing to power. You could unlock electric labs together with the steam engine, but keep the electric AM2 locked behind automation research. That way the player can set up electricity, add a lab an...
by BuilderOfAges
Wed Oct 31, 2018 2:49 pm
Forum: Ideas and Suggestions
Topic: Steam age
Replies: 25
Views: 3413

Re: Steam age

in 0.17, thanks to my work to create the fluid energy source, and Rseding's clean up and pulling it, you'll be able to make a mod of this! https://www.dropbox.com/s/btwniwjxz4hkcww/Screenshot%202018-09-09%2022.37.02.png?dl=0 Thanks for contributing that! Your work is going to open up a lot of inter...
by BuilderOfAges
Wed Oct 31, 2018 2:43 pm
Forum: Ideas and Suggestions
Topic: Steam age
Replies: 25
Views: 3413

Re: Steam age

I really like the idea of a steam age mod. I imagine it would complement / replace the burner age, since there's a lot of overlap there. And then make the progression to electric as hard (but fun) as the progression from (say) electric to blue science. @nosports: if you're thinking of making this, I...
by BuilderOfAges
Tue Oct 30, 2018 7:46 pm
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 12589

Re: The Problem With Pickaxes - Digging Out Factorio's Core

Well said.

Or written.

You know what I mean.
by BuilderOfAges
Tue Oct 30, 2018 7:22 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 76323

Re: Friday Facts #266 - Cleanup of mechanics

EDIT: Things that were not removed from the game egine are out of the way, so let's talk things that were removed - pickaxes :D So did any mod use the tool slot for anything iteresting? (Don't care about Diamond pickaxe with mining power 5, just change it to technology research bonus, as steel axe ...
by BuilderOfAges
Fri Oct 26, 2018 7:04 am
Forum: Mods
Topic: [MOD 0.16] Stone Age (alpha)
Replies: 7
Views: 1743

Re: [MOD 0.16] Stone Age (alpha)

Version 0.0.2 released. Major changes The endgoal of the Stone Age is now to make an iron axe, rather than a copper axe. Typically the first thing I'd use a copper axe for was making an iron axe, so that didn't make much sense. Instead, you now need copper to make a copper hammer (see below). Achie...
by BuilderOfAges
Mon Oct 15, 2018 2:25 pm
Forum: Texture Packs
Topic: [DONE] Sand (and maybe clay) patches
Replies: 4
Views: 1615

Re: [REQUEST] Sand (and maybe clay) patches

I tried {r = 1, g = 0.8, b = 0.8} for the dune decal and it works pretty well.

dune-tinted-sand.jpg
dune-tinted-sand.jpg (22.09 KiB) Viewed 1589 times

This solves the immediate problem. I still wouldn't mind using original graphics in the long term, but this will do as a placeholder.

Thanks darkfrei!
by BuilderOfAges
Mon Oct 15, 2018 2:11 pm
Forum: Texture Packs
Topic: [DONE] Sand (and maybe clay) patches
Replies: 4
Views: 1615

Re: [REQUEST] Sand (and maybe clay) patches

I can add a tint to sprites as well as icons? Awesome!

concrete-decal-tint-boa.jpg
concrete-decal-tint-boa.jpg (52.49 KiB) Viewed 1589 times

Good call on that tint! I think I'll add a bit more red though: {r = 0.9, g = 0.5, b = 0.33}

concrete-decal-tint-darkfrei.jpg
concrete-decal-tint-darkfrei.jpg (50.99 KiB) Viewed 1589 times
by BuilderOfAges
Mon Oct 15, 2018 1:07 pm
Forum: Texture Packs
Topic: [Done] Request - Wooden Pipes
Replies: 20
Views: 5700

Re: [Done] Request - Wooden Pipes

I couldn't use your script since I'm not replacing any existing prototypes. So I calculated the values and made a static data structure:
pipes.lua
(8.37 KiB) Downloaded 74 times
by BuilderOfAges
Mon Oct 15, 2018 12:24 pm
Forum: Texture Packs
Topic: [Done] Request - Wooden Pipes
Replies: 20
Views: 5700

Re: [Done] Request - Wooden Pipes

That version with round corners is the HQ version, right? Is there a standard quality version, or should I just scale down the HQ version 50%?
by BuilderOfAges
Sun Oct 14, 2018 4:43 pm
Forum: Texture Packs
Topic: [DONE] Sand (and maybe clay) patches
Replies: 4
Views: 1615

[DONE] Sand (and maybe clay) patches

I'm working on a mod that adds two custom resources: sand and clay. As a placeholder, I've been using the sand-dune-decals and concrete-hole-decal from the base game. The concrete-hole-decal actually works pretty good for clay: though it's in the base game, it's not used anywhere else that I can see...

Go to advanced search