The Plasma weaponry idea would still work. Sure it rises based off earth-like air pressure but given enough velocity, I could see it as a top teir flamethrower weapon type.
It could also have a tiered system as well; more powerful magnets for higher velocities would increase range of the 'flame'.
Search found 16 matches
- Sat May 20, 2017 10:07 pm
- Forum: Bob's mods
- Topic: Nuclear ideas (Thorium and others)
- Replies: 69
- Views: 38396
- Wed May 17, 2017 5:15 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 129376
Re: [MOD 0.12.12+] Research queue 1.2.6
TBF, Endless research is okay BUT to resource usage of it being constantly queued would be....a bit detrimental. I think keeping it to when we want to research it would be better. But as far as RQ is concerned, I'm good with the simple queue of endless (queue up 5 and let your buffers refill sort of...
- Tue May 16, 2017 1:00 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 129376
Re: [MOD 0.12.12+] Research queue 1.2.6
Well I did my own testing and found that if a mod throws an exception, the game disables any mod that's listed as a dependent. I just narrowed it down to these mods in the screenie in my own time to determine the actual location of fault. And, personally, until RQ gets official integration of some s...
- Mon May 15, 2017 8:40 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 129376
Re: [MOD 0.12.12+] Research queue 1.2.6
The error is probably from research queue. Youki probably has a tech icon that is not 128x128. RQ doesn't check for the correct size and thinks all icons are 128 hence boom. Above is a guess as I have not looked at RQ code The error *IS* RQ. It's still broken, no matter what some above say (if all ...
- Sun May 14, 2017 8:45 pm
- Forum: Yuoki Industries
- Topic: Yuoki Tech Tree Mod
- Replies: 6
- Views: 10143
Re: Yuoki Tech Tree Mod
Running into sprite problems on 0.15.10 running Youki Tech Tree 0.15 and Research Queue 1.5.1 in tandem. Killing Crop-cache didn't change error message. Both work just fine on their own and I'm having trouble pinpointing which mod is actually throwing this error. Posted this on RQ thread as well. ht...
- Sun May 14, 2017 8:45 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 129376
Re: [MOD 0.12.12+] Research queue 1.2.6
Running into sprite problems on 0.15.10 running Youki Tech Tree 0.15 and Research Queue 1.5.1 in tandem. Killing Crop-cache didn't change error message. Both work just fine on their own and I'm having trouble pinpointing which mod is actually throwing this error. Posted this on Youki Tech Tree threa...
- Sat Dec 10, 2016 5:15 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 82327
Re: Friday Facts #168 - Nightvision Nightmare
Sadly, that 'Black and White' effect isn't actually night-vision, that's Heat Vision or FLIR (Forward Looking InfraRed). FLIR offers White hot and Black hot modes for a reason. True night-vision merely enhances the light the sensor picks up and the green hue was an intentional choice as the human ey...
- Wed Dec 09, 2015 2:13 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38254
Re: [0.12.X] TimeButtons
Yea, I was about to say, if the button creation lines are executed on a per-tick basis, it would be better to run that command on load to prevent button overlap/screen corruption (or a game exception altogether) But the issue is making the command run only ONCE as if it runs every tick, you may get ...
- Sun Dec 06, 2015 3:33 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38254
Re: [0.12.X] TimeButtons
Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Also asking this because if you happen to change the buttons themselves, you'd need to force-run the command anyway for update compatibility.
Also asking this because if you happen to change the buttons themselves, you'd need to force-run the command anyway for update compatibility.
- Sat Nov 28, 2015 8:05 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38254
Re: [0.12.X] TimeButtons
I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+: https://github.com/KeepOnDigging/SpeedButtons/releases This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting. Sorry about the delay updating, I haven't bee...
- Tue Nov 24, 2015 5:26 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623323
Re: Yuoki Industries - Informations, Suggestions, Questions
AHHH I knew I had left overs after swapping from 11.22 to 12.18. Tyvm.
- Tue Nov 24, 2015 4:52 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 623323
Re: Yuoki Industries - Informations, Suggestions, Questions
http://puu.sh/lwGu2/81bffadada.jpg I'm getting this error just running Industries itself. I'm sure this isn't the only PNG its gonna have an issue with, its only the first one it caught. Any quick fixes that don't require a new version? (I have PS CS6 at my disposal if its a simple PNG modification...
- Tue Nov 24, 2015 2:57 am
- Forum: Ideas and Requests For Mods
- Topic: ANY type of time/tick-rate changer
- Replies: 4
- Views: 11123
Re: ANY type of time/tick-rate changer
PERFECT TYVM
- Mon Nov 23, 2015 5:48 am
- Forum: Ideas and Requests For Mods
- Topic: ANY type of time/tick-rate changer
- Replies: 4
- Views: 11123
Re: ANY type of time/tick-rate changer
More or less. Me being a technical player, I see it as a tick-rate modifier (increases/decreases the number of ticks per second, thus increasing/decreasing game simulation speed)
- Sat Nov 21, 2015 12:40 am
- Forum: Ideas and Requests For Mods
- Topic: ANY type of time/tick-rate changer
- Replies: 4
- Views: 11123
ANY type of time/tick-rate changer
Currently, the only reason I haven't touched 12.x at all is the time changer from ThunderGUI. For the sheer time it takes to process certain chains, this is a MASSIVE time saver for SP worlds.
As of this post, T-GUI is still 11.22 and I know very little LUA to try and update it myself.
As of this post, T-GUI is still 11.22 and I know very little LUA to try and update it myself.
- Fri Jun 05, 2015 10:13 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
- Replies: 85
- Views: 90174
Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
then i load my game it says: _peacemod_/data.lua:27: attempt to index field 'autoplace' (a nil value) how do i fix this? :?: It seems Peace Mod doesn't like F-mod 1.11.4 but it does work with F-mod 0.8.0 Beta and its add-ons. Source: Literally just tested it with the same exact error to the letter.