Search found 19 matches
- Sat May 06, 2017 11:27 am
- Forum: Won't fix.
- Topic: [15.9][Linux] Crash on map gen, Graphical glitches
- Replies: 1
- Views: 1248
[15.9][Linux] Crash on map gen, Graphical glitches
Edit : And now it seems to be working :roll: Using a max texture size of 2048. Factorio didn't correctly set the max texture size before resulting in graphical glitches. GUI and map mode. After setting that manually it crashed on map generation (Railworld, Enemy bases to None, Pollution, Evo off) 0...
- Sat Apr 29, 2017 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Shaders
- Replies: 6
- Views: 4260
Re: Shaders
You can already edit the shaders to get very cheap nightvision
Code: Select all
void main()
{
vec2 uv = gl_TexCoord[0].xy;
vec4 color = texture2D(gameview, uv);
gl_FragColor = color;
return;
}
- Fri Apr 22, 2016 9:05 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44223
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Another unofficial update: 0.1.3 - added support for orbital ion cannon 1.0.9+ This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod! error on line 206 of control.lua i'm guessing? unofficial update: 0.1.4 - launch control allows any object placable ...
- Tue Apr 19, 2016 10:33 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44223
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Thanks for the fix! OP updated.MrDoomah wrote:I made an unofficial update to this mod, for those interested. Just changed any game.on_event/on_init etc to script.on_event.
- Tue Sep 01, 2015 10:10 pm
- Forum: Multiplayer
- Topic: [Public/Europe] Dedicated Server
- Replies: 331
- Views: 137968
Re: [Public/Europe] Dedicated Server [0.12.6/Bob's mods]
Apart from the server crash/desync problems this was quite fun. Thanks for setting the server up!
- Tue Sep 01, 2015 2:25 pm
- Forum: Mods
- Topic: [MOD 12.5+] Auto Inserter
- Replies: 11
- Views: 37413
Re: [MOD 12.5+] Auto Inserter
I added this under the Big Mess since I'm not sure whether I want to... .. continue working on it. .. remove the new item and just add the functionality to smart inserters. .. remove the new item and just add the functionality to a tool for clicking on smart inserters and such. In any case it works ...
- Tue Sep 01, 2015 2:19 pm
- Forum: Mods
- Topic: [MOD 12.5+] Auto Inserter
- Replies: 11
- Views: 37413
[MOD 12.5+] Auto Inserter
Auto Inserter AutoInserterClipped.png Name: Auto-Configuring Smart Inserters Version: 0.1.0 Factorio-Version: 0.12.5 License: Feel free to use/modify/include without limits. No warranty. Release: 2015-09-1 Download-Url: auto-inserter_0.1.0.zip Website: Right here~ Category: Helper Item Tags: Conven...
- Tue Sep 01, 2015 12:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370312
Re: [0.11.22/0.12.x][v0.12.3] Bob's Ore Mod.
Nice update! I went ahead and dumped some code in the bobmodules data-final-fixes.lua that adds most intermediates automatically. In short anything not placeable and not an item (e.g. ammo, gun, etc..) and not armor equipment is marked as intermediate. Use at your own risk. But what are a few level ...
- Tue Sep 01, 2015 10:03 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111101
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Oooops! That'll teach me to think I know something Aaand time to update and redesign my BEB factory.orzelek wrote:Bob changed it in latest version - it's now 1 second
- Mon Aug 31, 2015 10:46 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111101
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
I have a balance question for basic electronic boards. They seem to have a bit overboard ratio with basic electronic components. To run one assembler for basic electronic boards at full speed you need 4 assemblers producing basic electronic components. It seems a bit to much :) Especially that thos...
- Mon Aug 31, 2015 1:58 am
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 58913
Re: [MOD 0.12.4]Useful Space Industry[0.1.5](14th August)
You can poke the GUI for the number of rockets sent. Also this mod works nicely with automatic launching ;) function read_satellites_sent_from_gui(force) --print("Reading #satellites from " .. force.name) for index, player in ipairs(force.players) do local rocket_score = player.gui.left.ro...
- Sat Aug 29, 2015 11:16 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44223
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Oh, never play with Bob's mod. i did rough calculation using foreman tools. On vanilla, if we want to launch every minute on single silo, we need at least about 400 electric furnace (copper+iron) on speed module 3. Bob's mods depending on how you use them have some to good modules(god modules) or v...
- Fri Aug 28, 2015 8:51 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44223
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
510 rocket sent :o Can you share the save file ? I wonder if my PC can handle the amount of entity needed to supply an array of silo. Ehhh.. well, I use bob's mods which has a fairly powerfull endgame with loads of modules. So it's not nearly as impressive as you might think. Plus I can't constantl...
- Fri Aug 28, 2015 7:12 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44223
[MOD 0.12.11+] Launch Control - Automatic Rocket Launching
This simple mod just adds a new radar that will automatically launch one rocket in the nearby rocket silos per scan done. Accompanying technology has to be researched after rocket silo ... but if you're going to try and supply several rocket silos that probably isn't going to be an issue. Tested wit...
- Fri Aug 28, 2015 3:29 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Rocket Silo Launch Control
- Replies: 0
- Views: 3280
[Request] Rocket Silo Launch Control
With o.12.5 out there seems to be a scripting interface for rocket silos! It would be nice to use this to automatically/mass launch rockets as otherwise it gets tedious to run back to the rocket silos, check that all have satellites and launch them. Building - Launch Control Image: Recolored Radar 4...
- Tue Aug 04, 2015 12:44 pm
- Forum: Bob's mods
- Topic: Good Map Settings? Challenges?
- Replies: 10
- Views: 15727
Re: Good Map Settings? Challenges?
New Science Packs? There's little info about them around but I will use them - just setting up for a longer game. I actually was thinking about changing blue science to require more iron - maybe 5 steel? It felt a bit silly to enter the endgame and never having to bother switching out my initial sme...
- Tue Aug 04, 2015 11:44 am
- Forum: Bob's mods
- Topic: Few Questions <3
- Replies: 7
- Views: 9301
Re: Few Questions <3
It's the Landfill mod. Pretty damn good!SuperObeseNinja wrote::O thanks i'll look around for the circuits
as for the landfill thingy i was watching arumba play your mods and he had a landfill thingy where he ERASED WATER :O
- Tue Aug 04, 2015 11:38 am
- Forum: Bob's mods
- Topic: Good Map Settings? Challenges?
- Replies: 10
- Views: 15727
Good Map Settings? Challenges?
I've played two larger games with bob's mods so far - one with RSO, one without. I have abandoned both maps after getting to T4 modules and finding that after the difficulty spike of getting blue science running the game got a bit repetitive. Essentially I could've gone on to built more of the same-...
- Mon Aug 03, 2015 1:29 pm
- Forum: Show your Creations
- Topic: [0.12.2]My new bobs mod factory/world (just 50h+)
- Replies: 5
- Views: 11225
Re: [0.12.2]My new bobs mod factory/world (just 50h+)
Nice electronics factory! All belts too... Took me a while to identify the components though with lack of the overlay showing what a factory produces. Don't you get throughput issues with (basic) electronic components sharing a belt - and silicon wavers? The Alien Artifact factory was a nice touch.....