Search found 1524 matches

by binbinhfr
Thu Oct 05, 2017 5:22 pm
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 204017

Re: [MOD 0.13] Black Market (sell and buy on the market)

Hi there,

I do not play factorio anymore, but I corrected a few things and published a new version :
- correct max tank sizes (you should not have to rebuild tanks now)
- add a vertical scroll bar in the item pane when you have a lot of mods/groups installed.

Have fun.
by binbinhfr
Fri Sep 15, 2017 2:10 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 94270

Re: [MOD 0.13] Mining Tools - resources generation

Nexela wrote:I think they downloaded the version that Airat posted and not the version on the portal.
oh ok...
so I am sorry, I cannot maintain alternate exotic versions. ;-)
by binbinhfr
Fri Sep 15, 2017 1:34 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 94270

Re: [MOD 0.13] Mining Tools - resources generation

Eep wrote:Lots of "unknown key" text in the icon descriptions. Also, seriously, 5000 red and green science packs required to research this?? Come on...
Could you be more precise ?
I do not find any unknown description. What is your langage ?
And what is the resarch that costs 5000 ?
by binbinhfr
Fri Sep 15, 2017 12:09 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 39922

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

mod updated on portal with Grimshad angel ores integration.
by binbinhfr
Tue Sep 12, 2017 7:41 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 39922

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

I've made this mod compatible with Angels ores. I will post it here as soon as the mod author gives me permission to do so. The mod author also has my permission to include my changes in the core mod. ok for me. Please post the change and I will update the mod. Did you test it without angel mod ins...
by binbinhfr
Mon Sep 11, 2017 12:28 pm
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68441

Re: [MOD 0.13] Time Tools (& Clock Combinator)

ok, I understand what you mean now. :-)
I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions.
by binbinhfr
Mon Sep 11, 2017 7:39 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68441

Re: [MOD 0.13] Time Tools (& Clock Combinator)

is it possible to (add if it is not already there) to increase speed up to 64x when crafting something manually and revert it back to normal (or previously set speed) when it is done? i haven't played factorio for years and , just came back and that was available for one of the mods which had not b...
by binbinhfr
Wed Aug 23, 2017 8:34 am
Forum: Mods
Topic: [MOD 0.13] Electric Void
Replies: 22
Views: 18352

Re: [MOD 0.13] Electric Void

The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick This applies not only to the "tick", but also to any other variables Each mod is sand-boxed in its own environment and eac...
by binbinhfr
Tue Aug 15, 2017 8:42 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43149

Re: [MOD 0.13] Armageddon - nice little disasters

This mod looks awesome and challenger. Do you have any plan to release for v15? :) Hi, I do not have time for playing Factorio anymore, but I made a quick update. Please try the mod, and tell me if it works. remember : If you want to trigger one event manually (for testing purpose or for fun), you ...
by binbinhfr
Sat Jul 29, 2017 10:07 am
Forum: Mods
Topic: [MOD 0.13] Wagon Capacity Color
Replies: 15
Views: 8022

Re: [MOD 0.13] Wagon Capacity Color

Love the mod but it doesn't scale that well on / isn't optimized for larger games. Hi. I integrated your optimized code. Can it recolor locomotive for resources inside wagons? Iron is blue, copper is red, stone is gray, uranium is green, empty - do nothing. Well I use wagon for a lot of other items...
by binbinhfr
Fri Jul 21, 2017 8:28 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68441

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Hi, I like this mod and I modified it (for personal use) but I'd like to share my ideas with you in case you think my changes are worth: 1. No cheating - can't switch day/night (I suggest you to add it as an option). 2. When I move and speed < 0.75 it's set to 0.75 temporarily until I stop. 3. Spee...
by binbinhfr
Thu Jul 20, 2017 1:43 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 123515

Re: [MOD 0.13] Big Bags - more space in your bags

ok i updated the locale. "resource reach distance" seems to be the distance at which you can manually mine a resource. for the rest, as I told you in my previous message, I won't change the default values, but you can change them in the config.lua file. and now I do not play factorio anymo...
by binbinhfr
Wed Jul 19, 2017 9:33 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 123515

Re: [MOD 0.13] Big Bags - more space in your bags

thx for your locale. here are more precise descriptions : character-inventory-slots-bonus=Bonus to inventory size: +__1__ character-build-distance=Bonus to build distance: +__1__ character-item-drop-distance=Bonus to item drop distance: +__1__ character-reach-distance=Bonus to reach item distance: +...
by binbinhfr
Wed Jul 12, 2017 7:35 am
Forum: Mods
Topic: [MOD 0.13] Ground Printer - print large texts
Replies: 15
Views: 11931

Re: [MOD 0.13] Ground Printer - print large texts

abordoli wrote:Any plans to port this up to 0.15?
Regards,
~B
updated to 0.15
by binbinhfr
Wed Jul 12, 2017 7:33 am
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23272

Re: [MOD 0.13] Alien Eggs - grow your own zoo

abordoli wrote:Any plans to port this up to 0.15?
Regards,
~B
updated to 0.15
by binbinhfr
Mon Jul 10, 2017 8:38 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 77619

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

The persona light aura persisted after untoggling. Great mod. Just thought you should get a heads-up in regards to the persisting aura thing. Regards, ~B If you totally uninstalled the mod, there should be no remaining behaviour, because all the changes my mod is doing are done at each start of the...
by binbinhfr
Tue Jun 27, 2017 6:55 pm
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68441

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Tomik wrote:Now THIS is what I call 'Real Time User Support'! :D 8-)
Glad you appreciate it ! :-)
by binbinhfr
Tue Jun 27, 2017 6:54 pm
Forum: Mods
Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
Replies: 45
Views: 26485

Re: [MOD 0.13] Cargo Rocket - the ultimate transportation mode

Wouldn't it be possible to make a "recieving silo" entity though by taking the silo graphics from the game, reorder the images to play them backwards etc? Not that I think is is necessar though. Thanks for keeping it updated! Sorry, I don't know how to do this, and I do not play factorio ...
by binbinhfr
Tue Jun 27, 2017 5:24 pm
Forum: Mods
Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
Replies: 45
Views: 26485

Re: [MOD 0.13] Cargo Rocket - the ultimate transportation mode

theorderofthings wrote:I don't know if this is possible, but what if for the receiving silo, you just played the rocket animation backwards?
no, i cannot do this. By the way, there is no receiving silo : goods are dropped by parachute :-) .

anyway, updated to 0.15
by binbinhfr
Tue Jun 27, 2017 5:11 pm
Forum: Mods
Topic: [MOD 0.13] Electric Void
Replies: 22
Views: 18352

Re: [MOD 0.13] Electric Void

updated to 0.15

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