Search found 841 matches

by Supercheese
Sat Feb 24, 2018 5:45 am
Forum: Mods
Topic: [MOD 0.16] EMP Biters 1.2.1
Replies: 16
Views: 11989

Re: [MOD 0.16] EMP Biters 1.2.1

Minor update, version 1.2.1, just some optimizations and fixes.
by Supercheese
Sat Feb 24, 2018 5:28 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 253794

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Version 1.6.3 released. The new "on_nth_tick" event is perfect for this mod, since it is a direct replacement for the modulo operator I've been using all along, but with much better performance! Also of note is that ion blasts now show up on the minimap just like artillery strikes. Check i...
by Supercheese
Thu Feb 22, 2018 10:13 pm
Forum: Off topic
Topic: Friday Facts #230 - Engine modernisation Windows update offtopic splitoff
Replies: 25
Views: 4634

Re: Friday Facts #230 - Engine modernisation

Guys, this Windows Update discussion is getting severely off-topic...
by Supercheese
Mon Feb 19, 2018 9:02 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 29424

Re: Version 0.16.25

Finally, now that we have compression once again, we can relieve our tension! :P
by Supercheese
Mon Feb 19, 2018 6:22 am
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 113
Views: 90583

Re: [MOD 0.16] Squeak Through 1.2.2

Sure! I've added them and uploaded version 1.2.2.
by Supercheese
Sat Feb 17, 2018 6:28 pm
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 40951

Re: Version 0.16.24

The long awaited end of the modulo era :D. It's still missing in the api documentation though (for people to find that don't read all the changelogs...). Is It really? http://lua-api.factorio.com/latest/LuaBootstrap.html#LuaBootstrap.on_nth_tick I understood the documentation that it will run once ...
by Supercheese
Thu Feb 15, 2018 8:32 pm
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 40951

Re: Version 0.16.24

Added script.on_nth_tick(n, function).
AAAAaaaaaaaAAaaahhhhhhh, incredible! :shock: :D
by Supercheese
Wed Feb 14, 2018 9:04 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 62178

Re: Friday Facts #228 - High resolution turrets

The lasers reminded me of this old game called Harvest: Massive Encounter. The main point of this game was that you fought aliens by placing laser towers, and combining the power of these towers by having all lasers in range of one particular tower focus on that one, thereby amplifying the range an...
by Supercheese
Wed Feb 07, 2018 10:08 pm
Forum: Mods
Topic: [MOD 0.16] Map Ping 1.0.4
Replies: 13
Views: 5975

Re: [MOD 0.16] Map Ping 1.0.2

Version 1.0.2 released, adding a hotkey to directly access the ping tool (Shift+P by default). Also comes with a setting to effectively enable "hotkey-only" mode, so you no longer need to have a ping tool lying around in your inventory/quickbar. EDIT: 1.0.3 released, just a bugfix and some...
by Supercheese
Tue Feb 06, 2018 12:18 am
Forum: Resolved Problems and Bugs
Topic: [togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
Replies: 18
Views: 7594

Re: [0.16.4] "Enemy Bases" settings effect no changes

TOGoS wrote:Size not having an effect and death world not being deathy are bugs.
So not having enough bugs is a bug? The bugs are bugged?! :D
by Supercheese
Sun Feb 04, 2018 7:30 pm
Forum: Implemented Suggestions
Topic: Ping map
Replies: 2
Views: 1319

Re: Ping map

by Supercheese
Fri Feb 02, 2018 7:34 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 62178

Re: Friday Facts #228 - High resolution turrets

Actual laser beams! Whoah! :)
by Supercheese
Thu Feb 01, 2018 10:35 pm
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 12780

Re: Version 0.16.21

mp0011 wrote:Please add shortcut for locomotive switch. I want to enter, press "M", drive manually somewhere, then press "A" and drive in Automatic mode...
For the time being: There's a Mod for That™
by Supercheese
Mon Jan 29, 2018 8:39 pm
Forum: Show your Creations
Topic: Poor man's requester chest
Replies: 11
Views: 6250

Re: Poor man's requester chest

Oh, cheeky. Abusing item-request-proxy, I take it?
by Supercheese
Sun Jan 28, 2018 7:25 am
Forum: Minor issues
Topic: [0.16.19] Merging icons of different sizes
Replies: 3
Views: 1343

Re: [0.16.19] Merging icons of different sizes

The game itself doesn't support item-icons that are > 32 fully. It's planned to fully add support at some point but right now it may or may not work depending on where it's rendered (inventory, alt-info, GUI). Ah, that's unfortunate. I didn't know this and set many of my mods' icons to be 64x64 or ...
by Supercheese
Fri Jan 26, 2018 1:42 am
Forum: Ideas and Suggestions
Topic: Changelog.txt Tabs
Replies: 3
Views: 942

Re: Changelog.txt Tabs

Currently the only possible advice is: "Do it exactly how the base game changelog does it."
by Supercheese
Fri Jan 26, 2018 1:20 am
Forum: Ideas and Suggestions
Topic: Changelog.txt Tabs
Replies: 3
Views: 942

Re: Changelog.txt Tabs

Vas wrote:(the ONLY MOD I've actually seen use it)
My mods use it... including Squeak Through which is right above on your list!

Also yes, spaces are not for indentation; tabs are. But the current format demands spaces... :?
by Supercheese
Thu Jan 25, 2018 9:48 pm
Forum: Resolved Problems and Bugs
Topic: [16.18] Mining speed progress bar goes down of the screen
Replies: 10
Views: 4567

Re: [16.18] Mining speed progress bar goes down of the screen

Oxyd wrote:
WIZ4 wrote:Is this also fixed for running_speed_modifier and crafting_speed_modifier?
Yes, it is. :)
Nooooooooooooo!
I quite liked moonwalking! :(
by Supercheese
Thu Jan 25, 2018 7:36 pm
Forum: Won't implement
Topic: Logistics robot collect/drop off event
Replies: 18
Views: 3012

Re: Logistics robot collect/drop off event

Alternatively, and this may be harder, can we have a way of marking items as non-transportable by bots? I'd love a way to restrict certain items from being transported by players(!)/inserters/bots. But i fear that would also be pretty performance heavy to check on a per-item-basis. :/. You can alre...
by Supercheese
Wed Jan 24, 2018 8:35 pm
Forum: Ideas and Suggestions
Topic: Vehicle damage should matters
Replies: 4
Views: 810

Re: Vehicle damage should matters

Hmm, this sounds like a pretty good idea for a mod.

Hmmmmmmmmmm.

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