Search found 225 matches
- Tue Mar 29, 2016 10:03 am
- Forum: Modding help
- Topic: Prevent equipment pickup of mined Entity
- Replies: 1
- Views: 739
Re: Prevent equipment pickup of mined Entity
Look at the Bio Farm mod. When biofarms are built they spawn invisible power lines and a couple other entities as helper objects. The mod also cleans up those objects when you mine the biofarm itself. I'm assuming you need to prevent pickup of something for a similar reason (its a helper entity and ...
- Tue Mar 29, 2016 9:59 am
- Forum: Modding discussion
- Topic: Help with mod for limiting crude oil
- Replies: 6
- Views: 2140
Re: Help with mod for limiting crude oil
Curious: WHY? If a source of crude is found you may collect all the 'easily obtained' stuff fairly quickly but the slower flowing stuff thats partly tied up in shale and other sediment will last decades. Effectively 'infinite' for the time you will spend in a single game. So realism doesnt say it sh...
- Tue Mar 29, 2016 8:34 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 173891
Re: [0.12.x][v0.12.9] Bob's Warfare mod
Actually you dont have a restricting license listed in the OP so he had no reason to assume he did anything wrong (which he didnt). That aside I'm only just starting to look how Factorio mods are organized but isnt it possible for him to make a mod that just has your warfare as a dependancy (requiri...
- Tue Mar 29, 2016 8:18 am
- Forum: Mods
- Topic: [MOD 0.12.x] Advanced Substation
- Replies: 6
- Views: 4503
Re: [MOD 0.12.x] Advanced Substation
Graphics perfectly match the objects purpose. You shouldnt feel the need to change it. Would be nice if you post a direct download link instead of pageload spam though. Posting your github page twice and not posting a actual download link is a tad annoying https://github.com/Hertizch/advanced-substa...
- Tue Mar 29, 2016 8:11 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
why is the direction of rotation of the arm more important than the direction that the items go relative to their pickup point? As i said multiple times the rotation of the arm is not the reason its wrong. The direction the items go relative to their pickup point IS MY ENTIRE POINT. The fact they g...
- Tue Mar 29, 2016 7:55 am
- Forum: Mods
- Topic: [MOD 0.12.20] GalacticTrade
- Replies: 33
- Views: 33098
Re: [MOD 0.12.20] GalacticTrade
btw when posting that fixed zip earlier I noticed that the entire mod is duplicated with the extra copy inside the prototype folder. You might consider cleaning that up (the duplicate lua files from the root directory and the graphics and other folders that are supposed to only be at the root level)
- Mon Mar 28, 2016 7:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 76583
Re: [MOD 0.12.+] Oxygen
They're not earth trees. Why do you assume their trees release oxygen ?Austin5003 wrote:A planet full of trees still needs oxygen production?
- Mon Mar 28, 2016 1:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 24995
Re: [MOD 0.12.x] Toxic Jungle
Any retroactive forest generation is gonna lock in your base though, so thats not really an issue. And if you want different trees then just do that. Grab a random number in the range of the number of trees and use that to choose a tree for placement.
- Mon Mar 28, 2016 1:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
Reference frame == point of view of action. Standing at the reference frame what direction do you turn to go from source to destination? left.
Seriously if your logic is this bad i cant help you.
Seriously if your logic is this bad i cant help you.
- Mon Mar 28, 2016 12:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
Well you draw a picture with faulty assumptions of course you get a faulty judgement based on those assumptions. There is no continuous flow with an inserter. There is an object at rest at Location 'A' that is moved counter clockwise to location 'B' and placed there at rest. The belts might move the...
- Mon Mar 28, 2016 11:42 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
Its not complicated. And your picture clearly shows it went left. Counter clockwise == left. Directions are given based on the common frame of reference between source and destination. That would be the location of the inserter. It DOESNT really matter that the inserter rotates. That still ends up w...
- Mon Mar 28, 2016 10:33 am
- Forum: Mods
- Topic: [MOD 0.12.20] Time Display
- Replies: 8
- Views: 9666
Re: [MOD 0.12.20] Time Display
https://www.dropbox.com/s/ooui2pq4y0fso ... 7.zip?dl=1
His current download link from the general thread. Seems to be working for me
His current download link from the general thread. Seems to be working for me
- Mon Mar 28, 2016 6:54 am
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15427
Re: [Mod 0.12.29] Space Factorio 0.2.1
[Koub] Moderated : Please stay on topic.
- Mon Mar 28, 2016 1:51 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
Again thats the problem, it doesnt do that. A 'right side inserter' is inserting to the left, not the right. All the names and icons are backwards. Its trivial to fix but its still wrong by default.
- Mon Mar 28, 2016 1:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 24995
Re: [0.12.x] Toxic Jungle
If you want to retro gen forrest look at the wiki page for console commands. There is an example that gives code you can copy/paste that will create a field of ore deposits. You should be able to alter the entity spawned with trees to get the retro gen effect you want.
- Mon Mar 28, 2016 1:43 am
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15427
Re: [Mod 0.12.29] Space Factorio 0.2.0
[Koub] Moderated : Please chill, and stay on topic.
- Mon Mar 28, 2016 1:38 am
- Forum: Mods
- Topic: [MOD 0.12.20] Time Display
- Replies: 8
- Views: 9666
Re: [MOD 0.12.20] Time Display
The go to the Bobs Mods section and grab it. Its appropriately named 'clock'
- Sun Mar 27, 2016 6:20 pm
- Forum: Implemented Suggestions
- Topic: Release 0.13 as beta branch when ready
- Replies: 6
- Views: 2256
Re: Release 0.13 as beta branch when ready
All i want is for them to post a release when its done and not before.
- Sun Mar 27, 2016 5:25 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 311768
Re: MOD [0.12.28+] Bio-Farm 0.5.0 - Tree Farming Mod
I use its built in power in order to handle a mini factory for converting wood to saplings. It runs the assembler plant and all the inserters fine using only the greenhouses power. Very convenient
- Sun Mar 27, 2016 12:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 105054
Re: [MOD 0.12.x] Side Inserters v1.0.5
Except its not. It is a moving object with a point of origin and path of rotation. The icons and names ARE backwards. If you want it wrong its your mod. Its how you want. That doesnt make it accurately named or iconified. "I want it wrong" is an acceptible (if silly) reason for it being th...