Search found 530 matches
- 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 ! No mod breaking features !
- 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...
- 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...
- 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.
- 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 !
PS those are some really great looking forest fires !
- 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
Yea you can already spawn explosions using code if i could remember what the command/code for that was hmmm.Guest_4544 wrote:You mean that instead of creating 1 explosion it makes several explosion in short time? Yeah whatever works the best for you I guess.StanFear wrote: I could, howerver, ad some explosive diggs the walls
- 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...
- 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 !
But if you have followed the friday facts they have told about upcomming AI changes !
This is about the pathfinder changes and are basically one part of the AI:
https://www.factorio.com/blog/post/fff-121
But if you have followed the friday facts they have told about upcomming AI changes !
This is about the pathfinder changes and are basically one part of the AI:
https://www.factorio.com/blog/post/fff-121
- 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...
- 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
Realisticly speaking that is the realistic way for it to work, but imagine having to do it that way ^_^!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.
- 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
The spawners are spawned where it locates atleast 2 spawners and there is no other in a set radius around it.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.
- 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 !
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
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
- 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...
- 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...
- 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)
Yes line 4 has to be moved to on_tick to bedevilwarriors wrote:Still getting this error with the latest version of the game
Code: Select all
if not surface then
surface = game.surfaces['nauvis']
end
- 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
Random forgotten debug text !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
PS you should be happy it is 0:0 as that means no worm spawned !
- 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'...
- 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 ...
- 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)
It works !?Alexs wrote:@ jorgenRe - MANY THX
- 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 !