Search found 59 matches

by Guest_4544
Thu Feb 11, 2016 10:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387298

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

/c remote.call("RSO", "regenerate") To generate new seed and regenerate resources: /c remote.call("RSO", "regenerate", true) This one worked, thanks. As for expending the processing, you got me thinking. There are two ways to expend, either redo all the ores ...
by Guest_4544
Thu Feb 11, 2016 10:22 am
Forum: Ideas and Requests For Mods
Topic: Complexified Smelting/Ore harvesting
Replies: 2
Views: 4462

Re: Complexified Smelting/Ore harvesting

Ahh this was it I was looking for. Thanks man.
I must be really blind then to miss it. Oh well.
by Guest_4544
Thu Feb 11, 2016 9:57 am
Forum: Ideas and Requests For Mods
Topic: Complexified Smelting/Ore harvesting
Replies: 2
Views: 4462

Complexified Smelting/Ore harvesting

Is there a mod somewhere for Factorio 12.11+ which adds a process where the ore needs to be processed before it can be made to iron/copper plates and the like and leaves a couple of by products? Like dirt and such I tried to use the search function but no luck I guess I must be blind or something.
by Guest_4544
Tue Feb 09, 2016 6:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387298

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

If you add the ores to an existing savegame, the ores will only show up in new generated chunks I think, or if you regenerate all ores via the command line. ( remote.call("bobores", "Regenerate") ) Do yourself a favour and make a backup of your save in case something ugly happen...
by Guest_4544
Tue Feb 09, 2016 3:24 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124912

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

anyways, the thing with explosions is that it would damage the walls (not a big deal but still, there is no reason for dirt to be damages) and, it would only remove one layer of walls, (the next layer is only added when the first is destroyed) I could, howerver, ad some explosive diggs the walls, b...
by Guest_4544
Tue Feb 09, 2016 12:59 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124912

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Future features (maybe) [*] any suggestion ?[/list] Maybe a remote explosive charges to blow up those tiles, either by wires/burnable fuse or some kind of a electronic transmission device. I'd thought to suggest that because seeing your tiles can be destroyed and still works as intended from weapon...
by Guest_4544
Tue Feb 09, 2016 12:53 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387298

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Very nice, good that you also added support for the RSO, seeing as your infinte ores doesn't pop up with the absence of RSO because I have a save game with over 60+ hours on it. I like this mod. I highly recommend the usage of the RSO Mod it features the generation of ore patches which have a percen...
by Guest_4544
Fri Jan 29, 2016 4:53 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124912

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

I think I found a solution to that problem of being stuck underground : not make the ground borer work in both ways, but have an "escape pod" apear when the player destroys the elevator, I hope this solution will be enough for you ! Great. I hope this escape pod will also be craftable in ...
by Guest_4544
Wed Jan 27, 2016 5:46 pm
Forum: Off topic
Topic: Making memes about Factorio.
Replies: 48
Views: 52249

Re: Making memes about Factorio.

memes
How about you go back to plebbit.
by Guest_4544
Tue Jan 26, 2016 1:38 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124912

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Very nice, but you should add a option for the digging machine to what elevation it should dig. Because right now there is a problem if the Tunnel-Entrance gets mined there is for the player no more a possibilities to get back to the surface area. Ergo the player gets stuck forever in that place and...
by Guest_4544
Wed Dec 30, 2015 10:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 49251

Re: [0.12.x] Large, filterable chests

Unfortunately no. Because the "chest" is actually a cargo wagon, it requires a piece of rail to sit on. So when you blue-print the layout, you get rail + wagon (instead of chest), and the robots don't know how to build it. Ghost-build still works though. Wouldn't it be possible to make se...
by Guest_4544
Tue Dec 29, 2015 7:34 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48392

Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)

If you want I am maintaining it you can put my github and you can put pull requests the whole reason im doing this is to make versioning easer https://github.com/cookta2012/CyberChest/ There is a major bug related to multiplayer and saves How to reproduce the bug: 1. Host the game with the CyberChe...
by Guest_4544
Fri Dec 25, 2015 2:26 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30071

Re: [Mod 0.12.X] Log Mod

This is a very nice mod but... for entity-loaders.lua and entity-rotary-inserters.lua needs some fixing at the minable, when mined all those entity's becomes into the standard items instead of your items. Or is it made that way on purpose? The extended underground belts are fine. entity-loaders.lua:...
by Guest_4544
Tue Dec 22, 2015 10:37 am
Forum: Ideas and Suggestions
Topic: Eclipses
Replies: 27
Views: 29421

Re: Eclipses

Why not just make a Thunder/Lightning system which are attracted to things like accumulators? On top of that a rain system when it is raining and thundering things can get nasty for accumulators, seeing as they emit electricity around itself when it is (dis-)charging. Of course there should be a opt...
by Guest_4544
Wed Dec 16, 2015 8:08 pm
Forum: Modding help
Topic: Sprite Cropping for Items/Ammo types larger than 32x32
Replies: 2
Views: 6856

Re: Sprite Cropping for Items/Ammo types larger than 32x32

Martc wrote:I am not sure if its related, but you can check this topic https://forums.factorio.com/forum/viewtop ... 23&t=18142
This:

Code: Select all

icon_size = 64,
does nothing at all for ammo items.
by Guest_4544
Wed Dec 16, 2015 1:15 pm
Forum: Mods
Topic: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)
Replies: 21
Views: 30673

Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

buddy1913 wrote: thank's for the report, i tried to test with mods and it seemed to work ok with Bob's and Youki's. I'll see what i can do.
Oh, thats a bit odd then. I guess the Harvester script doesn't like ores that are generated via lua scripting instead of making new entity.
by Guest_4544
Tue Dec 15, 2015 7:11 pm
Forum: Mods
Topic: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)
Replies: 21
Views: 30673

Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)

Thats awesome that you updated this mod. There is however 1 major/game-crashing bug. When the Harvester tries to harvest Ores from mods i.e. not the Factorio one it will crash. I tried it with the infinity ores from the Test mod. Notice: Error while running the event handler: __Harvester-mod__/harve...
by Guest_4544
Mon Dec 14, 2015 11:19 am
Forum: Modding discussion
Topic: [Guide] Making spritesheets with Blender
Replies: 35
Views: 55383

Re: [Guide] Making spritesheets with Blender

This tutorial is very gud. It would also been very helpful if you mentioned that one has also to delete crop-cache.dat which would have saved me a few trouble figuring out why the sprites looked glitchy in-game. if one wants to make a animation for lets say a car how should one do it? By using 128 f...
by Guest_4544
Sat Dec 12, 2015 1:40 am
Forum: Modding help
Topic: Sprite Cropping for Items/Ammo types larger than 32x32
Replies: 2
Views: 6856

Sprite Cropping for Items/Ammo types larger than 32x32

mm I am not sure if should put in this Forum Section or at the Bugreports, sorry if I took the wrong one, anyway. Currently for Items I can use only a resolution of 32x32 and when I use bigger ones like 48x48 or 64x64 resolution Factorio starts cropping the sprites. And no deleting crop-cache.dat do...

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