Search found 181 matches

by sporefreak
Sat May 28, 2016 5:45 pm
Forum: Mods
Topic: [MOD 0.12.34] Capture Capsules - Gotta catch em all!
Replies: 3
Views: 3010

Re: [MOD 0.12.34] Capture Capsules - Gotta catch em all!

Ya know, i hate pokemon. but this looks kind of fun lol
Would it be possible to throw an attack capsule that attracts allied biters to the location?
Some way to control them at least.
by sporefreak
Sat May 28, 2016 6:14 am
Forum: Bob's mods
Topic: Smelting using liquid fuel
Replies: 3
Views: 2592

Re: Smelting using liquid fuel

shadowdragon wrote:... liquids to melt metals.
Like lava :D
by sporefreak
Thu May 26, 2016 8:08 pm
Forum: Mods
Topic: [MOD 0.12.33] SnowMod 0.0.02
Replies: 9
Views: 6039

Re: [MOD 0.12.33] SnowMod 0.0.01

This is actually awesome! Will there be more to it or will it forever just be a new biome. I would love to see biters get santa hats when they run into a snow biome!
by sporefreak
Thu May 26, 2016 12:07 am
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15293

Re: [MOD 0.12.17+] Combat variations 0.1.0

In the data.lua file inside the mod, the different parts are loaded by group. I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up. So the Data.lua tells the mod what to load? i just thought it told the game what files were required to run .-. (removing ...
by sporefreak
Wed May 25, 2016 5:58 pm
Forum: Mods
Topic: [MOD 0.12.17+] Combat variations 0.1.1
Replies: 39
Views: 15293

Re: [MOD 0.12.17+] Combat variations 0.1.0

This actually looks kinda awesome! Would it be possible to add a config to enable/disable parts? I honestly don't like the turrets, (i mean they are cool but with 4+other mods it becomes very overwhelming to have 2 kinds of Mk1 Mk2 mk3 and cannon turrets) I usually disable parts myself but that does...
by sporefreak
Wed May 25, 2016 5:47 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 97185

Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3

Shrooblord wrote: I don't mean to butt in, because in this matter I do agree with you; however, in general, it's wise not to use spaces in filenames. Computers and your future self will like you more for it.
This is true...
by sporefreak
Wed May 25, 2016 5:46 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 288515

Re: [MOD 0.12.x] Landfill (2.1.7)

EDIT:
Nvm wrong mod .-.
by sporefreak
Tue May 24, 2016 5:44 pm
Forum: Mods
Topic: [0.13.x] Enable Productivity Modules for mod recipes
Replies: 9
Views: 4725

Re: [0.12.x] Enable Productivity Modules

I expected to see it enable them in beacons instead of other mods.
Thanks for changing the title to remove any confusion lol
im assuming the process isnt automatic since you said it requires editing for other recipes
by sporefreak
Tue May 24, 2016 8:05 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43678

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Any word on new updates? Been trying to finalize my Factorio mods folder so i can finish a playthrough for once instead of finding a new cool mod that i want to restart for,
(Really im afraid if i finish once ill be done playing lol)
Thanks again for this great mod!
by sporefreak
Tue May 24, 2016 6:52 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 22290

Re: [0.12.X] Biter-Friendly Rails

This mod doesnt seem to work with Happy factorio, i disabled the happy textures from happy factorio to make biters stop attacking my rails. Just a warning to future players.
by sporefreak
Tue May 24, 2016 6:31 am
Forum: Development tools
Topic: Simple Mod Creater
Replies: 8
Views: 5290

Re: Simple Mod Creater

It is great to see something like this. Hopefully it will have mod compatibility?
by sporefreak
Wed May 18, 2016 4:58 am
Forum: Mods
Topic: Wizartorio: Magic in your Factory
Replies: 9
Views: 6766

Re: Wizartorio: Magic in your Factory

This is a really interesting idea actually. would love to see where this goes.
by sporefreak
Mon May 16, 2016 5:36 pm
Forum: Mods
Topic: [MOD 0.12.x - 0.14.x] Upgrade
Replies: 15
Views: 15567

Re: [Mod 0.12.x] Upgrade

Pictures please
Thanks!
by sporefreak
Sat May 14, 2016 7:47 am
Forum: Ideas and Requests For Mods
Topic: Depth mod
Replies: 5
Views: 7326

Re: Depth mod

ok so maybe wait to post something until you actually have something to show off?
I see a lot of things not happen after someone said they are gonna do it :P (Not just facotio forums)
by sporefreak
Mon May 09, 2016 12:22 am
Forum: Mods
Topic: Magical Boxes!
Replies: 2
Views: 3042

Re: Magical Boxes!

Are these crafted? do they spawn in the world randomly? More info please. And pictures
by sporefreak
Sat May 07, 2016 7:02 am
Forum: Mods
Topic: [MOD 0.12.x] Multiplied Minables
Replies: 15
Views: 8292

Re: [MOD 0.12.x] Multiplied Minables

Don't suppose it would be possible to make it so a special pick causes more ores instead of automatic multiplied ores?
In my current mod pack i would love to make player mining always faster then drilling (as long as you keep up with it and have only a few miners)
by sporefreak
Sat May 07, 2016 6:42 am
Forum: Mods
Topic: [MOD 0.12.x] Assembly Zero
Replies: 7
Views: 9576

Re: [MOD 0.12.x] Assembly Zero

Nebbeh wrote:I really love this mod, but would suit my needs better as 2x2, what and where do I need to change to make it 2x2 instead?

Anyways, much appreciated mod!
I have looked and looked but im just unable to find it.
I too would like this information
by sporefreak
Thu Apr 28, 2016 10:52 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61531

Re: [MOD 0.12.x] K&L Inserters

This mod doesn't play nice with Dytechs World mod, adding random items that can be found on the ground. if a Candle inserter is found on the ground it already has directions set and when placed causes a crash. It also completely overtakes the loot table and 99% of the items will be a game crashing c...
by sporefreak
Thu Apr 28, 2016 6:14 am
Forum: 5dim's mod
Topic: Ideas and suggestions
Replies: 39
Views: 33731

Re: Ideas and suggestions

The mods look great HOWEVER I am not willing to use it because the inventory icons for crafting are just a pain in the butt to use (and look at) I want a config option to disable the inventory Grouping, please. Also, your English is terrible (no offence) If you want some help with that let me know. ...
by sporefreak
Thu Apr 28, 2016 3:23 am
Forum: Mods
Topic: [MOD 0.12] Happy Factorio
Replies: 18
Views: 40065

Re: [MOD 0.12] Happy Factorio

This mod seems to break the Base Research pictures by zooming in (Setting them to the wrong size? I don't think its a mod conflict but it could be. I have 50+ mods installed)
Image
I just did a quick fix and removed all the Tech pictures from being replaced.

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