Search found 222 matches
- Thu Mar 31, 2016 10:07 pm
- Forum: Maps and Scenarios
- Topic: [0.12.20] 30-Stack Challenge.
- Replies: 12
- Views: 19336
Re: [0.12.20] 30-Stack Challenge.
On the other hand, scenario script is saved with a game save file, so you could also distribute the save, if for some reason people didn't want to download the scenario. So you have a few options.
- Thu Mar 31, 2016 7:37 pm
- Forum: Maps and Scenarios
- Topic: [0.12.20] 30-Stack Challenge.
- Replies: 12
- Views: 19336
Re: [0.12.20] 30-Stack Challenge.
Yeah, you can just use a map exchange seed.eddieballgame wrote:via a "saved game" file. Create a save game, share with your opponents
- Mon Mar 28, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
The autoplace trick on RSO - I do think it's not needed but I didn't play with it to check how it works if it simply removes all the autoplaces. That wouldn't help you I think :) Somehow I misread this as meaning that you weren't sure how RSO did it... which did strike me a strange ;) (I thought ma...
- Sat Mar 26, 2016 2:57 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
This actually seemed like a cool mod until I realized that underground ores appear only in the spawn area and no where else. Was happy to delete this. Thank you for the compliment! Sorry you deleted a cool mod. :( Is there a way to make underground ores spawn farther away from spawn or was that jus...
- Thu Mar 24, 2016 1:37 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
The autoplace trick on RSO - I do think it's not needed but I didn't play with it to check how it works if it simply removes all the autoplaces. That wouldn't help you I think :) Other thing is that RSO could spawn underground ore's in same way it upgrades ore to infinite one for Angelsores mod. It...
- Thu Mar 24, 2016 5:17 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Just wanted to chime in that I love your mod and am quite happy you have kept it up to date. It's my favorite of the 'underground mining' mods. Thanks! Generally I like keeping things simple, and I like opening up options (hence my inclusion of the diesel drill; it's not just a stepping stone for t...
- Wed Mar 23, 2016 3:22 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Thank you for the compliment! Sorry you deleted a cool mod.Overene wrote:This actually seemed like a cool mod until I realized that underground ores appear only in the spawn area and no where else.
Was happy to delete this.
- Wed Mar 16, 2016 10:09 pm
- Forum: Mods
- Topic: [0.11.x] Magnet
- Replies: 26
- Views: 31992
Re: [0.11.x] Magnet
Yeah, I haven't really updated it since the new auto-loot mechanic takes care of most of the point (gathering alien artifacts). The magnet adds a wider radius, that's about it. I also suspect it will handle multiplayer weird, because there have been a few changes there too. If people are really inte...
- Mon Mar 14, 2016 8:20 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
I ran the command with my cursor on an iron ore field. It hung for a while (30 seconds or so), but didn't seem to generate any underground resources (not visible and a deep miner has no expected resources and can't be placed). What it did do is mess up my resource count according to YARM, it went d...
- Mon Mar 14, 2016 12:14 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Hm. I'm not sure what went wrong. The mod works by watching as new map is generated and placing the underground resources where it already finds surface ones. When it's starting with a pre-existing map, it will base them on whatever is left on the surface at that time, so you won't get underground f...
- Sun Mar 13, 2016 9:36 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 33880
Re: [MOD 0.12.11+] Stamina
It is working for me in 0.12.26.
- Sun Mar 13, 2016 9:25 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Updated/fixed. Can I use this on an existing map (i.e. already played without the mod)? Yes. Version 0.1.0 didn't, but 0.1.1 should work again. Do I need to place this on an existing ore patch? Or can I place it on a completely exhausted ore patch? How does deep mine yield (per second and per fuel u...
- Tue Feb 16, 2016 11:59 pm
- Forum: Implemented mod requests
- Topic: Lootable Spillstack
- Replies: 1
- Views: 2668
Lootable Spillstack
LuaSurface spill_item_stack to take an optional bool (default false) to set the spilled items' to_be_looted to true would be nice.
- Sat Jan 30, 2016 7:10 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 33880
Re: [0.12.11+] Stamina
how does the damage work while wearing armor and shields? The script adjusts your health directly, so it bypasses armor/shield considerations (and doesn't turn your screen red). When your health drops below... I think 10%, maybe 5%, it deals a (very) small portion of the drain as actual damage, tri...
- Fri Jan 15, 2016 4:28 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Hello, with factorio 0.12.17 (linux-x64) and v0.0.4 of your mod I get this error when I load a previously existing save created without the mod: Error while running the event handler: __underground-mining__/control.lua:147: bad argument #1 to 'next' (table expected, got nil) No other mod messes wit...
- Mon Jan 11, 2016 9:27 am
- Forum: Mods
- Topic: [0.11.x] Inserter energy balance
- Replies: 16
- Views: 25348
Re: [0.11.x] Inserter energy balance
One thing that really annoys me about this mod is the very non-rounded power usage shown. Factorio has a tradition for using rounded figures, so that for instance a normal Inserter uses 13000 watt when active. But this mod changes that to a much less round figure, something like 11437 or whatever. ...
- Thu Jan 07, 2016 10:09 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38334
Re: [MOD 0.12.11+] Underground mining drills
Fixed a stupid bug.
- Thu Jan 07, 2016 9:57 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 33880
Re: [0.12.5+] Stamina
Updated again because I introduced a stupid bug.
- Mon Jan 04, 2016 11:40 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Stamina
- Replies: 22
- Views: 33880
Re: [0.12.5+] Stamina
Updated for current Factorio (0.12.20)
- Mon Jan 04, 2016 11:29 pm
- Forum: Mods
- Topic: [0.11.21+] Underground mining drills
- Replies: 21
- Views: 38516