Search found 202 matches

by Blu3wolf
Fri May 20, 2022 8:52 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1359570

Re: Development and Discussion

Arch666Angel wrote:
Sun Mar 03, 2019 4:59 pm
In collaboration with lovely_santa
https://mods.factorio.com/mod/angelsaddons-cab
Is it intentional that the CAB cannot use the vehicle construction/repair roboports?
by Blu3wolf
Fri Oct 11, 2019 1:48 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: Industrial Revolution 1.0.0

IR 1.0.0 is released. The changelog is here . More things ended up being tweaked than I thought. I wouldn't call any of them "game-breaking" but you may need to adjust/reroute some factories in existing saves. Omelettes, breaking eggs etc. Oh noooo :( You are going to make me restart my 5...
by Blu3wolf
Wed Oct 09, 2019 12:22 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

It almost broke Linver trying to get it to where it is now, they put a lot of effort into it. Getting two overhauls to play together is a mountain of work, even when they're a decent fit conceptually like IR+K. I'm not surprised there are things missing or a bit screwy but I think that is the stark...
by Blu3wolf
Wed Oct 09, 2019 11:14 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Pending a save game, I loaded up Krastorio and checked. K sets gun turrets to have a range of 22 but leaves all the IR magazines on range 18. Sorry, not my fix. Ah, fair enough. I can sympathise. Although I hadnt expected it to be (yet another) Krastorio issue... but as it is thats hardly your issu...
by Blu3wolf
Tue Oct 08, 2019 2:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

A save game, I can do - as well as pics. Steps to reproduce so far have been place turrets and wait. Bugs will attack on diagonals and bullets miss.
Image
This little guy has just been sitting right there for a while now. Quite irksome.
by Blu3wolf
Tue Oct 08, 2019 3:37 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Untitled WIP

Experimenting with scattergun (i.e. shotgun) turrets and changing all bullets to be physical projectiles: https://i.imgur.com/A967HIf.gif Im not sure if anyone else has seen it, but Ive had an interesting edge case with the new turrets relating to diagonals. In particular, turrets shooting at stati...
by Blu3wolf
Fri Sep 20, 2019 1:32 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Image

Fairly happy to have discovered this arrangement :) Really enjoying burners, not something I ever thought Id say about Factorio!
by Blu3wolf
Tue Sep 17, 2019 9:29 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 351944

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Can someone point me in the direction of Krastorio's thread? Ive tried to search for it, but searching for Krastorio just gives me all the results from people talking about it in this thread... I dont seem to be able to make Krastorio's coke recipe with Krastorio + IR. From previous posts, I believe...
by Blu3wolf
Tue Nov 13, 2018 5:57 am
Forum: Resource Spawner Overhaul
Topic: RSO and the PvP Scenario
Replies: 6
Views: 4007

Re: RSO and the PvP Scenario

Ive had a different issue with it. For me, I cant get the clear command to work. And the Scenario seems to generate starting areas for me, but without any resources.
by Blu3wolf
Fri Dec 22, 2017 2:07 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 66094

Re: Version 0.16.7

To all people complaining the end of 3-liquid wagons is the end of Factorio, the real question is : would you have missed that feature that much if it had never existed, and the fluid wagon had from start been as it is now ? You mostly miss it because you got used to it. This is a great example, of...
by Blu3wolf
Mon Sep 26, 2016 12:41 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

At the moment, there's not. Although if someone wants to submit one as a pull request it may end up there much faster.
by Blu3wolf
Mon Aug 08, 2016 9:42 am
Forum: Questions, reviews and ratings
Topic: HowTo Treefarm aka Q&A
Replies: 17
Views: 69456

Re: HowTo Treefarm aka Q&A

Its not possible at present, but thats a good idea for the future.
by Blu3wolf
Mon Aug 08, 2016 9:41 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

I believe the latest release of Treefarm Lite is compatible. I think Treefarm AC still needs a new release to update it.
by Blu3wolf
Fri Jul 08, 2016 10:51 am
Forum: Questions, reviews and ratings
Topic: [TREEFARM - ADDON] Caffein v0.4.0
Replies: 15
Views: 32035

Re: [TREEFARM - ADDON] Caffein v0.4.0

When I get around to updating for 0.13, Ill have a look at making them craftable from something else.
by Blu3wolf
Thu Jul 07, 2016 3:56 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

Alright, you can get the same version as before here: https://github.com/Blu3wolf/Treefarm-AC/releases The prerelease there is almost identical to the current version, but with no testing. Just a few lines added so it would load in 0.13 is all. Future work might include updating that glue turret a b...
by Blu3wolf
Thu Jul 07, 2016 1:17 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

GRIBOZ wrote:Refresh Treefarm AC please.
Unfortunately not quite as quick and easy as the initial treefarm lite patch was.

I am tempted to remove the turrets for an initial release, and have them done up with new turret graphics.
by Blu3wolf
Wed Jul 06, 2016 11:32 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

I guess not. Id been kinda hoping for the last post to remain a notice, though.
by Blu3wolf
Mon Jul 04, 2016 10:19 am
Forum: Mod portal Discussion
Topic: [0.13] Mod portal suggestions
Replies: 11
Views: 6785

Re: [0.13] Mod portal suggestions

Suggestion: Integration with GitHub Releases API. It would be useful for the future, if it was possible to add a mod to the portal, not by uploading the .zip file from the PC of the one adding it, but rather by identifying the user and repository of a mod on GitHub, so that downloads added to the Re...
by Blu3wolf
Mon Jul 04, 2016 7:27 am
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 93934

Re: Treefarm Download

Treefarm for Factorio 0.13 is now up at https://mods.factorio.com/mods/Blu3wolf/Treefarm-Lite So now that 0.13 is out, and mod threads have been deprecated in favor of the mod portal, Im not going to be updating this thread with the new releases any more. New releases will still be made to the GitHu...
by Blu3wolf
Mon Jul 04, 2016 3:31 am
Forum: Mod portal Discussion
Topic: So I've updated a few mods
Replies: 4
Views: 2728

Re: So I've updated a few mods

Fortunately, in the case of Treefarm at least, it is licensed under the GPLv3, which does allow you to create and distribute derivative works, so long as you comply with the terms of the license. In this sort of case, you can update the mod to new versions of Factorio for instance, and distribute yo...

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