Search found 181 matches

by sporefreak
Sat Jul 09, 2016 3:40 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 148891

Re: [0.13.x] Bob's Mods: General Discussion

You are only changing sort order of items. A lot of recipes in my mod also have a sort order, this allows the item to have a different position than the recipe. if you were to check the menu when choosing an item in a logistic filter for example, you'd probably notice the layout is completely diffe...
by sporefreak
Sat Jul 09, 2016 2:24 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 148891

Re: [0.13.x] Bob's Mods: General Discussion

Hey Bob, I'm working on an inventory sorting mod (If you call that a mod) However when I try to change the tab your power armor is in my mod fails to change their location. I have warfare set as an optional mod and I can't find anything in your files that would stop my mod. Not sure if you have any ...
by sporefreak
Fri Jul 08, 2016 4:05 am
Forum: Ideas and Requests For Mods
Topic: Which Mod Should I Do?
Replies: 3
Views: 1210

Re: Which Mod Should I Do?

You should totally use the Bomber from Creeper world as the model :P
https://knucklecracker.com/wiki/doku.ph ... s:friendly
by sporefreak
Fri Jul 08, 2016 3:51 am
Forum: Modding help
Topic: Item Group Icon Size
Replies: 3
Views: 1483

Re: Item Group Icon Size

(I could be wrong) But last i tried/checked that icon couldn't be changed.
I was forced to make smaller images for my inventory sorting mod :c
by sporefreak
Fri Jul 08, 2016 2:33 am
Forum: Mods
Topic: [MOD 0.13.x] Factorio Reach
Replies: 1
Views: 2534

Re: [MOD 0.13.x] Factorio Reach

Sorry but, this just feels like someone trying to do something that's already been done to "get downloads". also, the values are the exact same which could just be a coincidence but still. Why not just use True long reach? (Linked above) If you didn't know it existed that's fine, now you d...
by sporefreak
Fri Jul 08, 2016 2:17 am
Forum: Mods
Topic: [MOD 0.13.7+] Extendo-Reach
Replies: 13
Views: 5212

Re: [MOD 0.13.7+] Extendo-Reach

This is one of those things that is so bluntly obvious that no one has thought of it before. Love the idea but i dont think it would work well in multiplayer for the same reason Crafting equipment doesnt. the Reach values are global and would work for people that dont have them on (I really dont kno...
by sporefreak
Sat Jul 02, 2016 4:37 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 77941

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

I don't see what's wrong with a Biosphere, looks Futuristic while still fitting the game and having a familiar look. I love the above graphics by Aonova!
by sporefreak
Thu Jun 30, 2016 1:25 am
Forum: Mods
Topic: [MOD.12.29] Smart Splitter
Replies: 20
Views: 15723

Re: [MOD.12.29] Smart Splitter

Bizobinator wrote:Will this mod be updated for 0.13.1?
Maybe with fixed bugs? :D
by sporefreak
Thu Jun 30, 2016 12:37 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Randomizing the ingredients and times for factories
Replies: 17
Views: 5132

Re: [IDEA] Randomizing the ingredients and times for factories

While it wouldn't really be a mod any longer, maybe you could make an EXE that finds all the recipes in the mod files and randomizes them in a newly generated mod file that edits said recipes?
I would imagine this would be rather complex.
by sporefreak
Wed Jun 29, 2016 3:41 pm
Forum: Mods
Topic: [MOD 0.13] Progressive running
Replies: 50
Views: 22602

Re: [MOD 0.13.X] Progressive running

Oh sweet! so happy to see thisHow long does it take to reach max speeds?
by sporefreak
Tue Jun 28, 2016 8:41 pm
Forum: Modding help
Topic: Variables in functions
Replies: 2
Views: 851

Re: Variables in functions

prg wrote:You're looking for string concatenation?

Code: Select all

icon = "__More-Subgroups__/graphics/item-group/"..(Bgreens and "image1" or "image2")..".png"
I have no idea what im looking for apparently but that may be it, ill look into it as soon as I can. Thanks a ton
by sporefreak
Tue Jun 28, 2016 7:07 pm
Forum: Modding help
Topic: Variables in functions
Replies: 2
Views: 851

Variables in functions

Im having a bit of trouble understanding how to call Variables in functions, I want to change the image of a crafting menu tab based on what mods are installed, (Using preset images) So i want something like, Bgreens = false if data.raw["item"]["bob-greenhouse"] then Bgreens = tr...
by sporefreak
Tue Jun 28, 2016 5:29 am
Forum: Mods
Topic: [MOD 0.12.10+] Crafting equipment
Replies: 8
Views: 31141

Re: [MOD 0.12.10+] Crafting equipment

This mod directly broke any other crafting speed upgrade mods and commands. While this mod was installed i was unable to manually change the crafting speed with commands, which also broke the Crafting speed research mod. and one other that i cannot think of, Would it be possible to get the mod that ...
by sporefreak
Mon Jun 27, 2016 12:59 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Randomizing the ingredients and times for factories
Replies: 17
Views: 5132

Re: [IDEA] Randomizing the ingredients and times for factories

assigning reasonable values for logs, iron ore, copper ore, coal, stone, alien artifacts, raw fish, crude oil and water and providing a formula to calculate values for crafted items from their ingredients and the energy required (energy is translated to crafting time for in hand crafting by the gam...
by sporefreak
Sat Jun 25, 2016 9:24 am
Forum: Mods
Topic: [MOD 0.13.0] DesertSun
Replies: 6
Views: 3222

Re: [MOD 0.12.x] DesertSun

Why do you think that solar panels are more efficient in desert? Because there is more sunlight? But do you know that solar panels have less efficient in higher temperatures? In RL solar panels have less efficient on desert lands. They lose more because of temperature then they get from more sunlig...
by sporefreak
Fri Jun 24, 2016 7:12 pm
Forum: Bob's mods
Topic: Command Lining in small multi-colored alien artifacts.
Replies: 2
Views: 1291

Re: Command Lining in small multi-colored alien artifacts.

/c local player = game.local_player player.insert{name="small-alien-artifact-red", count = 200} player.insert{name="small-alien-artifact-orange", count = 200} player.insert{name="small-alien-artifact-yellow", count = 200} player.insert{name="small-alien-artifact-g...
by sporefreak
Fri Jun 24, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.13.0] DesertSun
Replies: 6
Views: 3222

Re: [MOD 0.12.x] DesertSun

This is brillant! Would it be possible to make it work for modded solar panels? If yes I would suggest making it work off of percentages instead of flat amounts. (Im assuming you have flat amounts set) 15% better production in deserts -10% elsewhere or something. That way you can just have the mod s...
by sporefreak
Fri Jun 24, 2016 6:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Copper Cable Tab Fix
Replies: 12
Views: 4947

Re: [MOD 0.12.x] Copper Cable Tab Fix

I am actually doing this in a mod im making to organize the crafting menus lol, good to see I'm not the only one that wants this, maybe I'll not make it changeable in the config :P Menu organization is the one thing that bugs me the most, and I'll go out of my way to fix organization in certain mod...
by sporefreak
Fri Jun 24, 2016 6:02 am
Forum: Mods
Topic: [MOD 0.12.x] Copper Cable Tab Fix
Replies: 12
Views: 4947

Re: [MOD 0.12.x] Copper Cable Tab Fix

I am actually doing this in a mod im making to organize the crafting menus lol, good to see I'm not the only one that wants this, maybe I'll not make it changeable in the config :P

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