Search found 1696 matches
- Tue Apr 09, 2019 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Make the changelog parser more lenient, please!
- Replies: 30
- Views: 9113
Re: Make the changelog parser more lenient, please!
To publish a mod, you would click on the "Submit mod" button near the top of the mods page. Then, it has a big box to click where you will actually upload the .zip file. You fill in a Description for it, then select a Category, and a license. Click the "Submit" button at the bot...
- Tue Apr 09, 2019 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Make the changelog parser more lenient, please!
- Replies: 30
- Views: 9113
Re: Make the changelog parser more lenient, please!
It shows up fine in the in-game portal, but doesn't show up on https://mods.factorio.com/mod/scraplib Now you've got me hooked! I've read something to the tone of "It shows up fine in the in-game portal" already today, in a private message. I'm not a modder and have used the mod portal on...
- Tue Apr 09, 2019 3:04 pm
- Forum: Show your Creations
- Topic: How to kill trees...
- Replies: 11
- Views: 6383
Re: How to kill trees...
I'm staying away from Bio, Bob's and larger mods for now. The Charcoal Burner on the other hand is right up my alley and a much better use of wood than just burning it up... Wood to landfill might be ok, but have that covered. I'm also still afraid of Bob's and similar -- Bio Industries adds a lot ...
- Tue Apr 09, 2019 2:09 pm
- Forum: Show your Creations
- Topic: How to kill trees...
- Replies: 11
- Views: 6383
Re: How to kill trees...
When you have way to many trees (killed more than 1.000.000 of them) you do have to do something about all the wood that keeps piling up in my chests... Can't use em on trains as they run on Nuclear fuel and not used poles made of wood since day 1. Soo.. what to do... Have a look at these mods: Bio...
- Sun Apr 07, 2019 11:51 pm
- Forum: Ideas and Suggestions
- Topic: Make the changelog parser more lenient, please!
- Replies: 30
- Views: 9113
Make the changelog parser more lenient, please!
About a month ago, I posted a changelog tutorial because I didn't like that the changelog button in the game's mods manager was inactive for so many mods I looked at. I strongly feel that every mod should have a changelog (it's a courtesy to prospective users, and a necessity if the update is known ...
- Sat Apr 06, 2019 4:06 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 53217
Re: Changelog tutorial
Update: Empty lines must be really empty -- spaces or even tabs will cause a parsing error!
- Sat Apr 06, 2019 12:03 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 25453
- Sat Apr 06, 2019 12:00 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 25453
Re: Version 0.17.25
I've seen texts by sober people (native speakers as well as others) that were much badder worse. :-D LOL you got me. Am I fired then, as a native speaker of English and proofreader? :P Fire you? That would be too drastic! The thing is, in our profession (native speaker of German here, working as pr...
- Sat Apr 06, 2019 10:41 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 25453
Re: Version 0.17.25
A. I'm very, very drunk. I got a bad review at work and I should not be posting anything online at all in this condition. B. I highly recommend Sambucca. That wasn't very relevant, so let me try this... If you want to ban multiples of a single ingredient (as input or as output,) in a recipe... isn'...
- Fri Apr 05, 2019 9:45 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4714
Re: [MOD 0.15] Junk Rails
Nice to see you're working on it! When the other mod is ready, could you add an optional dependency on it to Junk Train? That way, we wouldn't miss that Train Speed Limiter has been released for 0.17. Also, while I'm at it: The mod is called "Junk Train". The first research it makes access...
- Fri Apr 05, 2019 6:32 am
- Forum: Mods
- Topic: [MOD 0.15] Junk Rails
- Replies: 9
- Views: 4714
Re: [MOD 0.15] Junk Rails
From the mod's page:
Will you also update the other mod? I like the idea of very early trains, but don't want to cheat too much.Without Train Speed Limiter junk rails are the same as normal rails, so the cheaper rails, stops and signals are somewhat of a cheat.
- Thu Apr 04, 2019 6:11 am
- Forum: Gameplay Help
- Topic: Damage numbers on weapons
- Replies: 3
- Views: 1128
Re: Damage numbers on weapons
I've tried to find an answer to this by searching, and failed. On the laser turret, it says the shooting speed is 3 + 0.9/sec . What does that mean? 3 shots when an enemy comes in range, then a shot every 1.11 seconds? It says the damage is 20 + 8 Laser. What does that mean? 20 physical damage plus...
- Wed Apr 03, 2019 6:00 am
- Forum: Reika's Mods
- Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
- Replies: 12
- Views: 7593
Re: RubberBelts - Easier belt laying in the early game without substantially changing progression
Having that as an option would be perfect!
- Mon Apr 01, 2019 10:21 pm
- Forum: Reika's Mods
- Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
- Replies: 12
- Views: 7593
Re: RubberBelts - Easier belt laying in the early game without substantially changing progression
You've got a point there. Then again, you already did something like that for Bob's mods, apparently . There is a mod called "What is it really used for?" that shows the recipe for resin from Rubber Belts and Bio Industries. Without knowing a thing about modding Factorio, I naively assume ...
- Sun Mar 31, 2019 6:06 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 40881
Re: Version 0.17.23
While the devs clearly put a lot of effort into migrating old saves and trying to maintain some semblance of backward compatibility, there are times when they screw the pooch. Completely OT: I was unfamiliar with the phrase "screw the pooch" (English is not my first language), so I search...
- Fri Mar 29, 2019 2:18 pm
- Forum: Reika's Mods
- Topic: RubberBelts - Easier belt laying in the early game without substantially changing progression
- Replies: 12
- Views: 7593
Re: RubberBelts - Easier belt laying in the early game without substantially changing progression
Bio Industries has two recipes for resin. With your mod installed, I see these under the "Bio Industries" tab, and one (which has the same ingredients as the first from Bio Industries, but yields more) under "Intermediate products". Could you remove the recipe "1 wood --> 3 ...
- Fri Mar 29, 2019 1:11 pm
- Forum: Releases
- Topic: Version 0.17.22
- Replies: 5
- Views: 8363
Re: Version 0.17.22
I don't have a reset queue! Do I have to research it?FactorioBot wrote: ↑Fri Mar 29, 2019 12:44 pm
- Fixed that the reset queue would reset if the the game window is resized whilst the technology GUI is open. (68607)
- Fri Mar 29, 2019 6:50 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 53217
Re: Changelog tutorial
Thanks! I've included that information.badtouchatr wrote: ↑Fri Mar 29, 2019 6:14 amI've found another picky requirement of the changelog parser:
- Sat Mar 23, 2019 4:09 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 53217
Re: Changelog tutorial
Thank you, updated!
- Sat Mar 23, 2019 3:18 pm
- Forum: Not a bug
- Topic: spelling error
- Replies: 1
- Views: 1018