Search found 59 matches
- 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 ...
- 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.
I must be really blind then to miss it. Oh well.
- 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.
- 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...
- 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...
- 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...
- 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...
- 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 ...
- Wed Jan 27, 2016 5:46 pm
- Forum: Off topic
- Topic: Making memes about Factorio.
- Replies: 48
- Views: 52249
Re: Making memes about Factorio.
How about you go back to plebbit.memes
- 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...
- 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...
- 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...
- 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:...
- 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...
- 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
This:Martc wrote:I am not sure if its related, but you can check this topic https://forums.factorio.com/forum/viewtop ... 23&t=18142
Code: Select all
icon_size = 64,
- 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)
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.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.
- 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...
- 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...
- 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...