Search found 530 matches

by jorgenRe
Tue Feb 23, 2016 7:59 pm
Forum: Releases
Topic: Version 0.12.23
Replies: 20
Views: 16610

Re: Version 0.12.23

Puh winter weekend saved :o! No mod breaking features :D!
by jorgenRe
Mon Feb 22, 2016 8:56 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 85846

Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)

If you want your excavators to be able to use modules, you should change some code in entities.lua: module_slots = 3, --rows 50, 105, 160 ... to ... module_specification = { module_slots = 3, module_info_icon_shift = {0, 0.8} }, allowed_effects = {"consumption", "speed", "p...
by jorgenRe
Sat Feb 20, 2016 5:48 pm
Forum: Texture Packs
Topic: [REQUEST] GFX for mod : Subsurface
Replies: 34
Views: 29896

Re: [REQUEST] GFX for mod : Subsurface

i think Air_Vents still open ... http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_11_icon.png http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_11.png http://johnsmith.ktec.de/factorio/mods/support/andere/air_vent_22_icon.png http://johnsmith.ktec.de/factorio/mods/support...
by jorgenRe
Wed Feb 17, 2016 9:01 pm
Forum: Modding help
Topic: Need help
Replies: 2
Views: 1941

Re: Need help

Remember to not set your mod name as: modname + versionnumber in the info file.
by jorgenRe
Fri Feb 12, 2016 8:18 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89203

Re: Friday Facts #125 - Achievements

Darn it i forgot to put a satelite into the rocket -_-!

PS those are some really great looking forest fires :D!
by jorgenRe
Tue Feb 09, 2016 10:30 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124816

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

Guest_4544 wrote:
StanFear wrote: I could, howerver, ad some explosive diggs the walls
You mean that instead of creating 1 explosion it makes several explosion in short time? Yeah whatever works the best for you I guess.
Yea you can already spawn explosions using code if i could remember what the command/code for that was hmmm.
by jorgenRe
Sun Feb 07, 2016 4:35 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124816

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

There was an attempt to redo RSO a bit to allow for underground ore generation on separate rules - I'm not sure whats the progress on it. It was started by yeganer but I haven't heard from him from some time. Considering the fact that underground seems quite popular I could try to make RSO work a b...
by jorgenRe
Thu Feb 04, 2016 3:47 pm
Forum: Ideas and Suggestions
Topic: work on AI
Replies: 1
Views: 6075

Re: work on AI

AI is hard :P!
But if you have followed the friday facts they have told about upcomming AI changes :D!

This is about the pathfinder changes and are basically one part of the AI:
https://www.factorio.com/blog/post/fff-121
by jorgenRe
Wed Feb 03, 2016 11:04 pm
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

Awesome. Now that is even more dune 2. And a good use for concrete. Will they spawn in the small area around water where you cant place concrete? Great mod nonetheless. The spawners are spawned where it locates atleast 2 spawners and there is no other in a set radius around it. Maybe a picture make...
by jorgenRe
Wed Feb 03, 2016 1:33 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 124816

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

kiba wrote: I thought it would be simpler to just have a tunnel borer go directly from one entrance to another. My use for the subsurface is to build an underground subway network.
Realisticly speaking that is the realistic way for it to work, but imagine having to do it that way ^_^!
by jorgenRe
Wed Feb 03, 2016 6:59 am
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

miturion wrote: Awesome. Now that is even more dune 2. And a good use for concrete. Will they spawn in the small area around water where you cant place concrete?
Great mod nonetheless.
The spawners are spawned where it locates atleast 2 spawners and there is no other in a set radius around it.
by jorgenRe
Mon Feb 01, 2016 2:31 pm
Forum: Ideas and Requests For Mods
Topic: Two new enemies
Replies: 2
Views: 6594

Re: Two new enemies

Got explosive biters planned as a next one to add for enemies + mod :twisted:!
https://forums.factorio.com/forum/vie ... 97&t=19653
The second one may or may not be possible. Yes i can get the burrowing and moving to work, but i'm not sure of how to force it to attack
by jorgenRe
Mon Feb 01, 2016 1:13 pm
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

PS you should be happy it is 0:0 as that means no worm spawned ;)! well that because it's not a new save.. so that also mean I won't be able to test you mod until I get out of my spawn area :P Yup :)! Do note the targeting is currently not implemented right when thinking about it so its umm gonna p...
by jorgenRe
Mon Feb 01, 2016 1:11 pm
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

Wow, nice work, and if you want, we can work together to make it compatible with the subsurface mod (worms that go underground, go in the subsurface !) Thanks :D! Making this mod compatible with your mod would certainly be a good thing to increase the difficulty of your mod to stop people from bein...
by jorgenRe
Mon Feb 01, 2016 8:21 am
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48383

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

devilwarriors wrote:Still getting this error with the latest version of the game :(

Image
Yes line 4 has to be moved to on_tick to be

Code: Select all

if not surface then
surface = game.surfaces['nauvis']
end
by jorgenRe
Mon Feb 01, 2016 6:16 am
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

devilwarriors wrote:Each time I got out of the base with my car there this non stop O:O that get outputed to the chat

Image
Random forgotten debug text :)!

PS you should be happy it is 0:0 as that means no worm spawned ;)!
by jorgenRe
Sun Jan 31, 2016 11:28 pm
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

Woohoo time to harvest the spice, the dune worms are here! :D Don't say I didn't warn you, at least you should know from next build they will only launch attacks if the pollution by them is grater than xx. Right now they will attack no matter what, but it should be a fairly small spawn rate so don'...
by jorgenRe
Sun Jan 31, 2016 10:53 pm
Forum: Mods
Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Replies: 31
Views: 26774

[Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger

Info Name: -Enemies +Latest release- 0.0.1 Factorio version: 0.12.22 Download: enemies+_0.0.1.zip License: Found with the downloaded files. it is really open :)! Depencies: None Tags: New kinds of enemies, tunneller, exploding. Author: Jorgen Re Hi, this is a mod i have been eager to create for so ...
by jorgenRe
Sun Jan 31, 2016 9:44 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48383

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

Alexs wrote:@ jorgenRe - MANY THX
It works :D!?
by jorgenRe
Sun Jan 31, 2016 7:02 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48383

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

This should fix multiplayer if anyone can confirm it would be really nice :)!

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