Search found 344 matches

by kiba
Sun Dec 27, 2015 10:39 am
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 188
Views: 129286

Re: [0.12.20+] Aircraft (1.0.1) NEW PLANES!

License said you're not allowed to modify the mod and distribute it. :shock: I had messaged the original author to ask for permission, but in the months that followed he hadn't gotten back to me, and the mod didn't get updated. I waited for a while, but I just wanted to get this out there :D . Hey ...
by kiba
Sat Dec 26, 2015 11:32 am
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 188
Views: 129286

Re: [0.12.20+] Aircraft (1.0.1) NEW PLANES!

License said you're not allowed to modify the mod and distribute it. :shock:
by kiba
Sun Nov 08, 2015 7:52 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 183989

Re: Bob mods for 0.12

Hmm. I guess I wait for the next release.

I don't see the point in getting any of the new versions.
by kiba
Sat Nov 07, 2015 7:18 am
Forum: News
Topic: Friday Facts #111 - Long term plans
Replies: 93
Views: 65637

Re: Friday Facts #111 - Long term plans

I don't really care about the endgames or completing it.

I want MOAR stuff to play with and more things to work with.
by kiba
Fri Oct 02, 2015 7:32 pm
Forum: Releases
Topic: Version 0.12.10
Replies: 42
Views: 49036

Re: Version 0.12.10

Can't update.

Update failed:
File /Applications/factorio.app/Contents/data/core/backers.json has unexpected content
by kiba
Thu Oct 01, 2015 6:02 am
Forum: Resolved Problems and Bugs
Topic: [0.12.9][kovarex] Rocket Silo UI Bug
Replies: 5
Views: 6198

Re: [0.12.9] Rocket Silo UI Bug

I am wrong. Rocket inventory isn't missing. In fact, it's hidden behind the character inventory.

But I can't get to it though.
by kiba
Thu Oct 01, 2015 5:46 am
Forum: Resolved Problems and Bugs
Topic: [0.12.9][kovarex] Rocket Silo UI Bug
Replies: 5
Views: 6198

Re: [0.12.9] Rocket Silo UI Bug

I tried to put mine in.

No dice.

The satellite box is indeed missing.
by kiba
Tue Sep 29, 2015 7:16 pm
Forum: Off topic
Topic: New laptop and Factorio
Replies: 10
Views: 25990

Re: New laptop and Factorio

Nic wrote:
Shekki wrote:Yeah, but I want make sure I can run it in future. Maybe if devs answer on this.. :roll:
The game will only become more ressource efficient. Not more ressource hungry. ;)
How so? I want a more complex game, with actual ground robots.

Such thing will grind the CPU to a halt.
by kiba
Mon Sep 28, 2015 5:38 am
Forum: Ideas and Suggestions
Topic: More (minor) technologies
Replies: 4
Views: 5204

Re: More (minor) technologies

The problem with increased walking speed is that you can no longer do 'fine' walking.

It's fine that it's fast, but it's particularly annoying that you keep missing the item you want to pick up.
by kiba
Sun Sep 27, 2015 3:09 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 183989

Re: Bob mods for 0.12

So, even with the fastest belt, you can't feed components fast enough. Only bots and chests can provide the necessary throughput. I optimize for the greatest productivity at the expense of energy efficiency, so I also found myself building out large number of MARK III steam engines, converting coals...
by kiba
Sun Sep 27, 2015 2:10 am
Forum: General discussion
Topic: Diesel loco, which uses coal
Replies: 18
Views: 18274

Re: Diesel loco, which uses coal

It can use any fuel to run.

So, to me, it's just a locomotive.
by kiba
Fri Sep 25, 2015 6:33 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 69437

Re: [MOD 0.12.x] SimpleTeleporters

Very useful mod, but mechanism awkward.

Upgrade delinks.

It's not possible to link teleporters remotely, which means walking back and forth.

I am not sure what's the point of buffer capacity if upgraded teleporters takes longer to cool down. Seems like a downgrade to me.
by kiba
Tue Sep 15, 2015 2:24 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 377823

Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.

What controls starting area. In the definitions, autoplace peaks. starting_area_weight_optimal = 0, starting_area_weight_range = 0, starting_area_weight_max_range = 2, The first line, Optimal sets if the peak is for a starting area or not. 0 means outside the starting area, 1 means in it. if these ...
by kiba
Tue Sep 15, 2015 3:16 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 377823

Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.

Hmm, I can't find bauxite at all. And I had built several remote bases.

Edit: At least not yet.

Still, it's an early critical ingredient if you want faster bots and other goodies.
by kiba
Sun Aug 02, 2015 8:27 pm
Forum: Mods
Topic: [MOD 0.12.x] Aircraft
Replies: 65
Views: 102423

Re: [0.12.] Aircraft

License?
by kiba
Wed Jul 29, 2015 10:37 pm
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18799

Re: RepairChest Mod

jorgenRe wrote:
kiba wrote: There is no need to automate such a mod.
All you need to do is to have it all setup and ready for you to test in a world ;)!
and if something goes wrong edit the script and reload.
I hate testing manually. It feels so unsystematic and unscientific and inefficient.
by kiba
Wed Jul 29, 2015 10:10 pm
Forum: Ideas and Requests For Mods
Topic: RepairChest Mod
Replies: 33
Views: 18799

Re: RepairChest Mod

#4 Mod development is not dead, but I got mired down into writing a testing framework for this rather than the actual feature implementation. I want an automatic way of doing integration testing, but it turns out that writing automation code makes development 3x as long, plus, a loss in disciple/wil...
by kiba
Wed Jul 29, 2015 8:02 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 52390

Re: [0.12.0]The Underground(Update 4: 29th July))

Awesome idea!

I hope you have to dig out dirts underground. I would to have my very own Tunnel Boring Machine, like this:

https://en.wikipedia.org/wiki/Tunnel_bo ... o_East.jpg
by kiba
Tue Jul 28, 2015 4:17 pm
Forum: Mods
Topic: [0.10.x] Terminal Chests
Replies: 34
Views: 28907

Re: [0.10.x] Terminal Chests

And about licence: a lot of mod developers all over the gaming communities include something like "mod distributed under <licence>", for instance GNU GPL - it is basically a not-bad way to tell everyone "Yes, you can take my source code and do whatever you want with it, but as long a...
by kiba
Tue Jul 28, 2015 4:13 pm
Forum: Mods
Topic: [0.10.x] Terminal Chests
Replies: 34
Views: 28907

Re: [0.10.x] Terminal Chests

I'm not sure what you mean by license, Factorio mods are almost universally made under the "do whatever, just don't be rude" "license." (In other words, no license but don't be a jerk.) If you want to just include someone's stuff in your own mod like as a modpack or whatever, as...

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