Search found 181 matches
- 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...
- 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 ...
- 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
https://knucklecracker.com/wiki/doku.ph ... s:friendly
https://knucklecracker.com/wiki/doku.ph ... s:friendly
- 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
I was forced to make smaller images for my inventory sorting mod :c
- 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...
- 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...
- 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!
- 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
Maybe with fixed bugs?Bizobinator wrote:Will this mod be updated for 0.13.1?
- 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.
I would imagine this would be rather complex.
- 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?
- Tue Jun 28, 2016 8:41 pm
- Forum: Modding help
- Topic: Variables in functions
- Replies: 2
- Views: 851
Re: Variables in functions
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 tonprg wrote:You're looking for string concatenation?
Code: Select all
icon = "__More-Subgroups__/graphics/item-group/"..(Bgreens and "image1" or "image2")..".png"
- 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...
- 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 ...
- Mon Jun 27, 2016 7:49 pm
- Forum: Mods
- Topic: [MOD 0.12.35] PortalsMod : Teleportation for Dummies
- Replies: 1
- Views: 1479
Re: [MOD 0.12.35] PortalsMod : Teleportation for Dummies
Thanks!
- 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...
- 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...
- 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...
- 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...
- 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...
- 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