Search found 841 matches

by Supercheese
Thu Jun 29, 2017 9:21 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49875

Re: [MOD 0.15] Vehicle Wagon 1.1.1

Seems like Vehicle Wagon is false-positive-ing on the "cargo-plane" entity, thinking it's a "car"-type since it matches the string pattern (just a check if "car" is present in the vehicle.name). I'll have this fixed for the next version.
by Supercheese
Thu Jun 29, 2017 5:16 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.2

New version, 1.5.2. The changelog: New setting "Minimum Cannons Ready Before Auto-Targeting" that allows you to keep a buffer of ready-to-fire cannons that will always be available for manual targeting. Removed "Verbose Messaging" option -- It is replaced by the new "Custom ...
by Supercheese
Thu Jun 29, 2017 3:27 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96576

Re: [MOD 0.15] Satellite Uplink Station 1.1.0

With that option enabled I can do some remote managment, but some things irk me as I either need to deconstruct and blueprint or go there myself: Selection tools like merging chest, screenshot from picker extended or the wands from creative mode are removed the moment they are created. Connecting/d...
by Supercheese
Tue Jun 27, 2017 7:12 pm
Forum: Modding discussion
Topic: modders get rich?
Replies: 25
Views: 9461

Re: modders get rich?

Modding is just a hobby for me, I don't want to accept any payments or donations for it. However: Do top modders get to converse with Wube to discuss the future of Factorio? Wube is extraordinarily attentive and responsive to bug reports & feature requests, vastly more so than any other company ...
by Supercheese
Tue Jun 27, 2017 6:18 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96576

Re: [MOD 0.15] Satellite Uplink Station 1.1.0

Optera wrote:Glad to have the uplink back in 0.15.

Could you change combinators, inserters and other circuit network entities being usable from uplink?
Enabling the "Full Control" option, as shown here, will allow you to operate those entities:
by Supercheese
Tue Jun 27, 2017 6:53 am
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96576

Re: [MOD 0.15] Satellite Uplink Station 1.1.0

Updated for 0.15! Gone is the lag that could sometimes arise when entering an Uplink Station when you had a lot of blueprints in blueprint books -- now with 0.15's Blueprint Library, you can just grab any of your stored blueprints at any time while uplinked! See the first post for the full changelog...
by Supercheese
Tue Jun 27, 2017 1:19 am
Forum: Mods
Topic: [MOD 0.16] Map Ping 1.0.4
Replies: 13
Views: 8564

Re: [MOD 0.15] Map Ping 0.2.0

Updated for Factorio 0.15!

Mainly just compatibility fixes and moving config.lua settings over to the in-game mod options.

Of note, however: With 0.15's new zoom-to-map feature, you can remotely ping any location on the map without your Factoriodude having to be physically present!
by Supercheese
Sun Jun 25, 2017 6:22 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49875

Re: [MOD 0.15] Vehicle Wagon 1.1.1

dgw wrote:Any thoughts on the breakage of winching things onto the vehicle wagons in 0.15.22/23?
Hmm, is it still broken using Vehicle Wagon v1.1.1? My testing didn't reveal bugs, but it was a fairly limited test.
by Supercheese
Sun Jun 25, 2017 2:15 am
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 49875

Re: [MOD 0.15] Vehicle Wagon 1.1.1

I believe Vehicle Wagon had the same issue as Orbital Ion Cannon's disappearing targeting device, so I've uploaded v1.1.1 which should hopefully fix the disappearing winch issues.
by Supercheese
Wed Jun 21, 2017 4:59 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

From the Command and Conquer wiki: http://cnc.wikia.com/wiki/Ion_cannon "...Also, it appears that some, if not all, Ion strikes actually originated on the surface, being fired from a ground-based generator bunker at an orbital mirror that would reflect them back down to the target." Idea:...
by Supercheese
Sat Jun 17, 2017 12:21 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 52895

Re: Friday Facts #195 - Poles re-design

I dunno, I like Poland and Polish people, I'm not sure they need a redesign... oh wait-
by Supercheese
Tue Jun 13, 2017 2:10 am
Forum: Modding help
Topic: Separate animation for helicopter blades
Replies: 5
Views: 2161

Re: Separate animation for helicopter blades

Whew, that's quite a lot of code shenanigans just to get a smartly animated rotor!
Seems you've made it work like you wanted, kudos.
by Supercheese
Thu Jun 08, 2017 2:39 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

diongham wrote:I have a suggestion, and I don't know if this has been brought up or not (it's a long thread, sorry) but maybe add a setting to change the damage and radius?
Already available!
by Supercheese
Sun Jun 04, 2017 3:56 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

So.. I wanna do the supply mission from time to time... (glutton for pain..ya ya... ;) ) But I keep having to disable yer mod to play it.... THEN i have to remember to re-enable it to avoid screwing up other games. Did I mention that I have to wait 5 minutes for game to load to disable the mod and ...
by Supercheese
Thu Jun 01, 2017 2:07 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

If I could make a request. An option to make it so even with auto target on, there will be X cannons always ready to fire. Like if I set it to 5, auto target will only work if there are 6 or more cannons ready to fire. Would be nice if I could have some ready for an expansion. This is shaping up to...
by Supercheese
Tue May 23, 2017 8:14 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [15.12] Electric miner inserts ore into a moving car
Replies: 12
Views: 5337

Re: [Twinsen] [15.12] Electric miner inserts ore into a moving car

Klonan wrote:Why would you fix something that is clearly not a bug?
Perhaps he was fixing a feature instead.

Doesn't always have to be bugfixes, need to mix things up sometimes with other fixes!
by Supercheese
Tue May 23, 2017 8:11 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320463

Re: [MOD 0.15] Orbital Ion Cannon 1.5.1

Okay, hear me out. Apologies if this has already been stated. So there were TWO superweapons in original C&C 95. Ion cannons, which rock. But also nuclear missiles. So my idea is, as either an extension of the OIC mod, or as a new mod, add in the ability to launch nukes. It would be (fairly? I ...
by Supercheese
Tue May 23, 2017 8:04 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119002

Re: [MOD 0.15] Squeak Through 1.1.7

I would've thought it would apply to all trees. I think it's that trees don't follow the grid that player placed items do. So some trees happen to be in the way for placing the walls, while other trees happen to fall in the cracks. Stock trees are big enough to always get a collision. Yep, that's i...
by Supercheese
Tue May 23, 2017 3:48 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119002

Re: [MOD 0.15] Squeak Through 1.1.7

I've seen that issue before, and it's a result of shrinking the tree collision boxes to make running through forests easier. I'm not sure there's anything to be done to fix it, short of removing the edits to the collision boxes, which of course would make forests a pain to move about in again...

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