Search found 202 matches
- Sun Aug 09, 2015 1:51 pm
- Forum: Modding help
- Topic: NARMod License?
- Replies: 16
- Views: 4962
Re: NARMod License?
Also F-Mod creator has mentioned that he abandoned his mod. and no longer updating it. (just a little FYI :D ) Ive been trying to create a "Unofficial" update of F-Mod as well along with (AlphaMod) too. but the code callback error has me pulling my hair. Well, F-Mod was released under a C...
- Sun Aug 09, 2015 12:42 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
There is a forum post summing it up already - https://forums.factorio.com/forum/viewtopic.php?f=25&t=14657 Im less worried about damienreave complaining that I updated his mod to 0.12 for him, as I am about the mod authors he based his work off of complaining that their mods specifically do not ...
- Sun Aug 09, 2015 11:36 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
Ive already done it, but Im not sure I can release the patch without permission from the mod authors upon whom the mod is derivative. If you want to fix that error, go to the vanilla-replace2.lua file in prototypes and change the lines near the top (lines 7 to 10) to this: data.raw["tool"]...
- Sun Aug 09, 2015 11:33 am
- Forum: Modding help
- Topic: NARMod License?
- Replies: 16
- Views: 4962
Re: NARMod License?
Well, I sent a PM asking permission. fingers crossed.
- Sun Aug 09, 2015 10:38 am
- Forum: Modding help
- Topic: NARMod License?
- Replies: 16
- Views: 4962
Re: NARMod License?
Well, custom graphics are being used. Lua code is also being used. I wonder if it would be feasible to remove all the ND code and list them as hard dependencies. Im not sure to what extent its possible to modify prototypes loaded by other mods? Certainly would not be as easy as putting the as is cop...
- Sun Aug 09, 2015 9:55 am
- Forum: Modding help
- Topic: NARMod License?
- Replies: 16
- Views: 4962
Re: NARMod License?
F_mod you can use and possibly bobs mods too if you ask Bobingabout nicely ;)! but dytech and Tree Farm on the other hand may require you to ask if you can use parts of their mod as an exception to their licence. But honestly as long as you ask kindly I'm sure they will allow it ;) PS dytech im Not...
- Sun Aug 09, 2015 7:51 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195846
Re: [0.12.x] RSO Discussion thread
Is this the version on Github then? If its the one I think it is, I already posted an issue there asking what version it was
- Sun Aug 09, 2015 6:53 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195846
Re: [0.12.x] RSO Discussion thread
If we would like a new resource to be handled by RSO, is there a way to do so via some API call or somesuch?
Or does it require that RSO be patched to handle the new resource?
Or does it require that RSO be patched to handle the new resource?
- Sun Aug 09, 2015 6:52 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 39440
Re: Source management and Licensing for Mods
Mods without a license does hurt the community. Id offer KSP as a good example where the benefits of requiring a license (not necessarily any specific one, just that one is specified) outweigh the slightly raised entry bar. Id say you should bear in mind that if its not legal for a third person to u...
- Sun Aug 09, 2015 5:31 am
- Forum: Modding help
- Topic: NARMod License?
- Replies: 16
- Views: 4962
NARMod License?
Updated Link to 3.4: http://www.mediafire.com/download/ppafd1a2v3cvt8y/NARMod_0.3.4.zip ----- NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player. Its target audience is those players who feel they have fully experienced van...
- Sat Aug 08, 2015 3:13 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
Im personally finding that I am not getting enough subsidiary ore from my frothing. Anyone else have this issue? At this point Id probably settle for anyone else still playing the mod XD Still Im finding that I dont get enough subsidiary ore. I can add more froth units and I do, and then I just cann...
- Fri Aug 07, 2015 6:54 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
@DamienReave - Sent a you a PR.
- Fri Aug 07, 2015 3:10 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
It is impossible to unlock the claus process - and thus, its also impossible to do anything with hydrogen sulfide recovered from natural gas. Notably, I cannot even evaporate it.
I guess its meant to be unlocked with Sulfur Processing?
I guess its meant to be unlocked with Sulfur Processing?
- Fri Aug 07, 2015 7:29 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
Okay, so I now have two ways to produce Zinc - the Electrowinning process, and the Imperial Smelting Process. Im not really a massive fan of how I have done it though, because normally the more complex electrowinning process is done to get really really pure zinc, and the less complex blast furnace ...
- Fri Aug 07, 2015 3:35 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
Im sort of liking another possibility here, which is adding in the pyrometallurgical process for zinc smelting... which would allow initial production of zinc for making the brass needed for the heat exchanger.
- Thu Aug 06, 2015 3:30 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
In relation to my Lets play of Narmod. I have just reached the t2 sience packs. And my factory is fugly. Am very happy of the complexity of the mod. though it have taken me some time to find out the different things. How is it going with the "Tech tree" for the mod? If you supply me all t...
- Thu Aug 06, 2015 3:01 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
Sulfur Dioxide is in the wrong category (should be chemistry instead of chemical-furnace). This caused it to not be 'made in' anything until I changed the category. EDIT: Okay, clearly that isnt correct either, because that make it impossible to actually get sulfur dioxide in a new game (due to tech...
- Thu Jul 30, 2015 8:13 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 104440
Re: [UPDATED] Introducing NARMod 3.4
I cant find the red wire and green wire recipes in any tab of the menu.
I see they have been assigned the subgroup 'storage' but I cant find that subgroup in the categories.lua file. Would that be related?
EDIT: actually I see it must be because I am blind and not in fact due to an error. My bad!
I see they have been assigned the subgroup 'storage' but I cant find that subgroup in the categories.lua file. Would that be related?
EDIT: actually I see it must be because I am blind and not in fact due to an error. My bad!
- Tue Jul 28, 2015 6:39 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 62452
Re: [0.12.x] Oil Steam Boiler
Moved. This mod looks awesome! :) May I add a comment: When I where in Prague about two month ago I talked with Albert a lot. He told me, the Factorio-Look is, that it is fully functional, but looks a bit broken, crappy, as it will break. That would be cool here, especially with those fat boilers, ...
- Mon Jul 27, 2015 11:51 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 62452
Re: [0.11.21] Oil Steam Boiler
they are off by 90°, yes.GotLag wrote:Is it just me or are the sprites off 90 degrees in those screenshots, looking at the pipe in/out connections?