Search found 19 matches
- Thu Jun 08, 2017 5:45 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 70244
Re: [MOD 15.15+] Factorio NEI 0.0.1
This is going to make a lot of mods a lot easier to understand, especially those without dedicated English translations because of the formatting. This looks really neat, and you should be proud of it. I really like how clean the GUI is.
- Mon May 29, 2017 9:21 pm
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.15.x+] Bukket 0.2.0
I am playing a game with it. What i noticed:
- Your ores rarely spawn. I have found 3 weird shaped rich copper fields but no rich iron or mixed ore.
- I am drowning in iron gravel. I am leeching with all the peat i have but it still piles up like crazy. Maybe 3 gravel should make 1 stone not the ...
- Your ores rarely spawn. I have found 3 weird shaped rich copper fields but no rich iron or mixed ore.
- I am drowning in iron gravel. I am leeching with all the peat i have but it still piles up like crazy. Maybe 3 gravel should make 1 stone not the ...
- Mon May 29, 2017 8:16 am
- Forum: Modding help
- Topic: Changing an ammo-type's repeat-count with research?
- Replies: 0
- Views: 818
Changing an ammo-type's repeat-count with research?
I'm currently working on a mod, and I have several weapon trees. Currently, I have a freefire (not targetted) laser rifle. It fires one laser in a cone of roughly ~20 degrees. From messing with values, I've found that rather than increasing the firing speed on such a weapon, it would be much more ...
- Fri May 19, 2017 5:10 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.15.x+] Bukket 0.2.0
Mod's back from the dead. Accepting feedback on all fronts. To my knowledge I fixed every single problem with the mod that existed before, as well as any problem that might have arisen from the direct port to 0.15. Ore density is still a little low because I have no idea how those noise field doo ...
- Fri Sep 02, 2016 3:35 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.14.x+] Bukket 0.1.9
So, design decision. I really want to add turrets for each of the guns, like I've mentioned earlier. However, I really - really hate turtling. I also really hate rushing bases by spamming turrets onto the ground like it's your job. It's the worst possible way to play the game. It's worse than not ...
- Tue Aug 30, 2016 10:29 pm
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.14.x+] Bukket 0.1.7
Updated to 0.1.9.
- ACTUALLY FIXED ALL ORE PROCESSING. Rich ore wasn't smeltable, refined ore didn't have proper icons, all of it works now. Please don't hit me.
- Redid a few techs.
- Added files for a Rifle Turret. There'll eventually be a turret for all Bukket weapons.
- Added barrels for ...
- ACTUALLY FIXED ALL ORE PROCESSING. Rich ore wasn't smeltable, refined ore didn't have proper icons, all of it works now. Please don't hit me.
- Redid a few techs.
- Added files for a Rifle Turret. There'll eventually be a turret for all Bukket weapons.
- Added barrels for ...
- Tue Aug 30, 2016 7:31 pm
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.14.x+] Bukket 0.1.7
Thanks for the reply!
We also noticed all the new ores don't show up if you start a map in SP mode.. then save, then copy to headless server and run it.
Everything is the same except no new ores ( Quartz, Rich Iron..etc.)
Is this something that works with other mods - IE Bob's Mods or other ...
We also noticed all the new ores don't show up if you start a map in SP mode.. then save, then copy to headless server and run it.
Everything is the same except no new ores ( Quartz, Rich Iron..etc.)
Is this something that works with other mods - IE Bob's Mods or other ...
- Tue Aug 30, 2016 4:09 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.14.x+] Bukket 0.1.7
e v i l e d d y wrote:Love the mod! Thanks for your hard work!
Question: I can't seem to find RAW SILICA or know how to make it where is it/ how to make?
Thanks!
Silica is a secondary product from mining Quartz, or Tier 2 Iron Ore.
Also thanks for the support. I hope my mod matters one day.
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Aug 27, 2016 7:11 pm
- Forum: Mods
- Topic: [0.14.x] Better Turrets 0.0.6
- Replies: 2
- Views: 2139
Re: [0.14.x] Better Turrets 0.0.6
Lot of questions racing through my head. I'm gonna peel through the code for learning purposes. Really neat idea!
Edit: That "--" except next to the collision box thing is actually hilarious. I'm gonna go make shotgun turrets, brb.
Edit: That "--" except next to the collision box thing is actually hilarious. I'm gonna go make shotgun turrets, brb.
- Sat Aug 27, 2016 5:36 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket 0.1.7
Update shoved.
- Added Laser Rifle. Military 3.3. High single-shot damage. Mid-to-lategame. Not direct-fire.
- Added damage upgrades for all Bukket-Specific weapons. Fire-Rate upgrades will be later.
- Tweaked several dozen researches and recipe requirements.
- Fixed Refined Ore smelting ...
- Added Laser Rifle. Military 3.3. High single-shot damage. Mid-to-lategame. Not direct-fire.
- Added damage upgrades for all Bukket-Specific weapons. Fire-Rate upgrades will be later.
- Tweaked several dozen researches and recipe requirements.
- Fixed Refined Ore smelting ...
- Tue Aug 09, 2016 4:04 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket 0.1.7
Another update.
- Fixed a loop. Silica was required for Silicon Boards, Silicon Boards were needed for Alien Chips, Alien Chips were required for the T2 Miner which was the only way (besides hand-mining) to get Silica.
- Added Quartz - Alternate, early, bulk source of Silica. Will eventually ...
- Fixed a loop. Silica was required for Silicon Boards, Silicon Boards were needed for Alien Chips, Alien Chips were required for the T2 Miner which was the only way (besides hand-mining) to get Silica.
- Added Quartz - Alternate, early, bulk source of Silica. Will eventually ...
- Mon Aug 08, 2016 8:11 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket 0.1.7
Mod updated again. Two releases in 27 hours, am I Dytech yet?
5 new weapons
5 new ammos, 1 per weapon, most interchangeable.
Rebalanced Shotguns, Pistols, and SMGs in the base game. Pistols and SMGs no longer strongly affect movespeed. Shotguns now have double their previous pellet counts, and ...
5 new weapons
5 new ammos, 1 per weapon, most interchangeable.
Rebalanced Shotguns, Pistols, and SMGs in the base game. Pistols and SMGs no longer strongly affect movespeed. Shotguns now have double their previous pellet counts, and ...
- Sun Aug 07, 2016 5:19 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket
Mod updated. Added a lot, and separated out some recipes into separate researches because things were getting a little cluttered - one tech having 20 recipes was stupid.
Rifle Enabled by Military 1.5
Alien Circuits now exist.
Xenopaste now exists. Used to make Alien Circuits.
T2 Miner now ...
Rifle Enabled by Military 1.5
Alien Circuits now exist.
Xenopaste now exists. Used to make Alien Circuits.
T2 Miner now ...
- Sun Aug 07, 2016 2:27 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Vehicle Customization
- Replies: 1
- Views: 1106
[Request] Vehicle Customization
Hi.
I'm making a mod for Factorio and rather than making higher tier vehicles in my mod, I'd like to make it so that existing vehicles could be customized somewhat. My ideas are seemingly simple but I don't know how well they translate into actual modding - I haven't fiddled with this specific ...
I'm making a mod for Factorio and rather than making higher tier vehicles in my mod, I'd like to make it so that existing vehicles could be customized somewhat. My ideas are seemingly simple but I don't know how well they translate into actual modding - I haven't fiddled with this specific ...
- Mon Jul 25, 2016 10:31 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket
Yes - but I broke it. Fixed it, added proper research for everything except for two weapons/two ammos because they're really good and I don't want people to play on such broken saves/form crutches.Catbert wrote: Did you upload the correct version to the mod portal?
- Sat Jul 23, 2016 3:26 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
Re: [MOD 0.13.x] Bukket
PATCH NOTES:
0.2.5:
Rebalanced Ore Spawning rates again. Ore Carpets are the worst.
CHANGED:
Rich Iron 0.05 -> 0.04
Rich Copper 0.05 -> 0.04
Quartz 0.035 -> 0.030
Calcopyrite 0.035 -> 0.030
Temporarily removed all biter/spitter/mutalisk/guardian drops that have no use from the drop table ...
0.2.5:
Rebalanced Ore Spawning rates again. Ore Carpets are the worst.
CHANGED:
Rich Iron 0.05 -> 0.04
Rich Copper 0.05 -> 0.04
Quartz 0.035 -> 0.030
Calcopyrite 0.035 -> 0.030
Temporarily removed all biter/spitter/mutalisk/guardian drops that have no use from the drop table ...
- Thu Jul 21, 2016 7:07 am
- Forum: Mods
- Topic: [MOD 0.15.x+] Bukket 0.2.0
- Replies: 21
- Views: 10635
[MOD 0.15.x+] Bukket 0.2.0
Bucket 0.2.0
Finally back from the dead after a two-factorio-versions hiatus.
Five new ores, each with unique refinement processes.
- Washed Copper and Iron to double default output.
- Rich Iron and Copper to triple output
- Refined Iron and Copper to quintuple output.
- Calcopyrite, to ...
Finally back from the dead after a two-factorio-versions hiatus.
Five new ores, each with unique refinement processes.
- Washed Copper and Iron to double default output.
- Rich Iron and Copper to triple output
- Refined Iron and Copper to quintuple output.
- Calcopyrite, to ...
- Sat Jul 16, 2016 9:22 pm
- Forum: Modding help
- Topic: Multiple results from one ore?
- Replies: 1
- Views: 1274
Multiple results from one ore?
How are ores that give multiple ores/rocks on one mining action supposed to be defined properly?
Currently, I have the following:
{
name = "rich-iron-ore",
amount_min = 2,
amount_max = 3,
probability = 1,
},
{
name = "iron-gravel",
amount_min = 3,
amount_max = 5,
probability = 0.3 ...
Currently, I have the following:
{
name = "rich-iron-ore",
amount_min = 2,
amount_max = 3,
probability = 1,
},
{
name = "iron-gravel",
amount_min = 3,
amount_max = 5,
probability = 0.3 ...
- Fri Jul 17, 2015 4:31 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 152337
Re: Version 0.12.0
So, I know 12.0 is the Steam Release candidate (FF#84) will a period of time pass before the game is available for purchase on Steam? The only thing keeping me from buying Factorio now is that I have no internet-friendly payment options.