Search found 99 matches

by Smoovious
Tue Sep 20, 2016 3:33 am
Forum: Mods
Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
Replies: 54
Views: 83771

Re: [MOD 0.13.x] No Hand Crafting (0.13.0)

marcelgrilo wrote:not working on 0.14
Seconded...

-- Smoov
by Smoovious
Sun Aug 28, 2016 11:21 am
Forum: Mods
Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
Replies: 54
Views: 83771

Re: [MOD 0.13.x] No Hand Crafting (0.13.0)

Version on modportal is still broken.

-- Smoov
by Smoovious
Sun Aug 28, 2016 7:00 am
Forum: Mods
Topic: [MOD 0.13] Beyond 0.2.0
Replies: 19
Views: 16436

Re: [MOD 0.13] Beyond 0.1.2

Found a conflict between your mod, and Factorio Directed by Michael Bay...

I'm getting the following error:
Error while loading entity prototype "fusion-reactor"
(assembling machine): Prototype "fusion-reactor" registered twice
Modifications: Beyond > Factorio Directed by Michael Bay

Using your ...
by Smoovious
Sun Aug 28, 2016 6:57 am
Forum: Mods
Topic: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1
Replies: 14
Views: 26914

Re: [MOD 0.13.x] Factorio, Directed by Michael Bay 0.2.1

Found a conflict between your mod, and Beyond...

I'm getting the following error:
Error while loading entity prototype "fusion-reactor"
(assembling machine): Prototype "fusion-reactor" registered twice
Modifications: Beyond > Factorio Directed by Michael Bay

Using your most recent mod (and ...
by Smoovious
Sun Aug 28, 2016 6:36 am
Forum: Ideas and Requests For Mods
Topic: Quick & cheap & early way to mark/colour large areas
Replies: 19
Views: 10534

Re: Quick & cheap & early way to mark/colour large areas

I got the same error when I added a different mod, with yours loaded (although, I don't think it was enabled)

I can't say for sure which mod it was, but it begins with a C, since those were the ones I enabled last, and looking em over, I would guess it was Concrete Edges, as the others (except for ...
by Smoovious
Sun May 15, 2016 4:48 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 95
Views: 104351

Re: [MOD 0.12.x] Flare Stack v1.2.0

I would want this last suggestion... would make getting rid of the water after drying dirt, easier...

...unless you want to make a flare stack that separates the water into hydrogen and oxygen, and flares off those gasses. :)

perhaps a flare stack for water, that instead of emitting flame, emits ...
by Smoovious
Sun May 15, 2016 4:00 am
Forum: Mods
Topic: [MOD 0.12.33] Simple Death Messages 0.0.1
Replies: 6
Views: 3625

Re: [MOD 0.12.33] Simple Death Messages 0.0.1

... because when they're down, is the best time to kick them ...

:twisted: :lol: :mrgreen:

-- Smoov
by Smoovious
Sun May 15, 2016 3:58 am
Forum: Mods
Topic: [MOD 0.12.21] Automatic Item Collector
Replies: 18
Views: 22410

Re: [MOD 0.12.21] Automatic Item Collector

I would like to see an option to only have a max of X items marked at a time (within that roboport's range)

So, if I just set up a roboport into an area I have been massively bombarding, it won't be calling all of my construction robots from my entire network to pick everything up.

So, say, mark ...
by Smoovious
Sun May 15, 2016 3:53 am
Forum: Questions, reviews and ratings
Topic: Splitting up Mods Board
Replies: 19
Views: 26726

Re: Splitting up Mods Board

If they can get Steam Workshop enabled, that should help a lot, since mods can be tagged with some version control, auto-updating/installing, etc...

one of these days :crossed-fingers:

-- Smoov
by Smoovious
Sun May 01, 2016 12:40 am
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 74038

Re: [MOD 0.12.26] Laser Beam Turret

Is the Bob's Mods version stand-alone or do you need both Laser Beam Turret versions loaded? (I'm assuming stand-alone)

-- Smoov
by Smoovious
Sun May 01, 2016 12:01 am
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 26132

Re: [MOD 0.12.x] Assembler Light

If it is going to have a small light glow (and probably a smaller radius and not as bright... perhaps use a directional light like the head-/flash-light), perhaps make it more green to match the color of the assembler light.

-- Smoov
by Smoovious
Sat Apr 30, 2016 11:59 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 161603

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Could always set it up so that if one of the mods that has a scrapper/recycler is present, then the mod will disable pick-up-as-white behavior.

Personally, I think pick-up-as-white should be disabled by default, but that's just me.

-- Smoov
by Smoovious
Sat Apr 30, 2016 11:34 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 127117

Re: [MOD 0.12.x] Smarter Circuitry

I would like to see something more documentation tho... for instance, what is the 'filter' for on it? and what signals does it output? If I have a couple lamps wired to it (say, a red and green one), can I set conditions on the lamp's circuit-network setting to light the green lamp and red lamp to ...
by Smoovious
Sat Apr 30, 2016 11:28 pm
Forum: Mods
Topic: [MOD 0.12.21] Automatic Item Collector
Replies: 18
Views: 22410

Re: [MOD 0.12.21] Automatic Item Collector

I would like to see an option to only have a max of X items marked at a time (within that roboport's range)

So, if I just set up a roboport into an area I have been massively bombarding, it won't be calling all of my construction robots from my entire network to pick everything up.

So, say, mark ...
by Smoovious
Sat Apr 30, 2016 9:44 pm
Forum: Questions, reviews and ratings
Topic: Mod filename rules for 0.10.7 and later
Replies: 29
Views: 40942

Re: Mod filename rules for 0.10.7 and later

joran wrote:can you include letters in version?

0.1.2B ?
or perhaps use 0.1.2.1 for quick development builds (like when doing some unsuccessful bug-hunting and testing among your friends? would that cause a problem with the game interpreting the version/build/release?)

-- Smoov
by Smoovious
Sat Apr 30, 2016 7:37 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 127117

Re: [MOD 0.12.x] Smarter Circuitry

Just gotta say, the directional switch is amazingly useful with the Hardcrafting mod. I can use it to monitor a belt and connect some smart inserters to add or remove excess materials as needed. yeah, I use it a lot too, but to reverse the belt leading from a mining site if I have plenty of that ...
by Smoovious
Thu Apr 28, 2016 12:00 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 157409

Re: [MOD 0.12.12+] Research queue 1.2.5

Sworn wrote:2 - Would be nice to have on RQ menu an checkbox like "Don't show RP GUI when research finishes"
^ ^ THIS ^ ^

-- Smoov
by Smoovious
Fri Apr 22, 2016 11:13 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 151340

Re: [MOD 0.12.x] HardCrafting 0.3.10

I don't know if it is possible with the scripting, but would you be able to make digging up the non-ore stuff, dynamic, based on how rich the deposit on that square is?

so, as it dwindles, and you have less ore on that square, you end up digging up more dirt and gravel as the percentage of ore goes ...
by Smoovious
Tue Apr 19, 2016 11:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Wallcraft [0.0.2]
Replies: 21
Views: 20088

Re: [MOD 0.12.x] Wallcraft [0.0.2]

instead of having the biters attack the copper walls, how about having them stolen by the biters, which they would sell on their black market? ^.^

(news report tonight about some people stealing a bunch of copper scrap from a large construction site nearby...)

-- Smoov
by Smoovious
Sat Apr 16, 2016 6:53 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 110660

Re: [MOD 0.12.x] Robot Mining Site 0.1.2

I'd rather be required to construct mining bots, which would be rather nice to have. Mining bots that can automatically drop their ore into request chests that have the ore marked in the requesting slot instead of dropping all at the robo port.

That way construction bots are always free, and ...

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