Search found 181 matches
- Fri Jun 17, 2016 5:23 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 78445
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
I have cool idea maby you can make your green house consume less power at day time and more at night because trees to grow need light at day time you have plenty sun light but at night you need turn on lights I'm not sure the existing mod API makes this easy. And I think it's ok to handwave some ba...
- Fri Jun 17, 2016 3:09 am
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 10230
Re: [MOD 0.12.x] Flare
No idea how to do that. If you stack a ton, it barely gets brighter. If you add even the slightest tint, the entire thing becomes opaque. No idea what to do. If you made a mod of it that does so, I might use it tho. What if you had the flair spawn a flair entity that had a part of textures glowing ...
- Fri Jun 17, 2016 12:27 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77579
Re: [MOD 0.12.X] Afraid of the dark - improved lights & vision.
getting an error
ERROR
- Thu Jun 16, 2016 10:07 pm
- Forum: Mods
- Topic: [MOD 0.12.33+] Sort Inventory button
- Replies: 13
- Views: 6493
Re: [MOD 0.12.33+] Sort Inventory button
Wondering if i could ping you for an update? Just curious about where the mod is going, im thinking about doing another factorio playthrough and would love to have a sort on close inventory, I might try and make it happen myself if thats okay with you.
- Thu Jun 16, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 10230
Re: [MOD 0.12.x] Flare
Reduced length, Change the recipe, etc.Ranakastrasz wrote:Modified? In what way?sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself
I will probably using a modified version of this when I decide to do a play through again!
- Wed Jun 15, 2016 4:05 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Randomizing the ingredients and times for factories
- Replies: 17
- Views: 5199
Re: [IDEA] Randomizing the ingredients and times for factories
Seems great but you can't hide recipes behind research Why not? It just would require more thought to generate connected graph of technology and recipes. The main problem is that you'd need this generator to run exactly after all the other mods have finished adding stuff, and you can't actually gua...
- Tue Jun 14, 2016 7:11 pm
- Forum: Resource Spawner Overhaul
- Topic: How to (re-)spawn only specific resource?
- Replies: 6
- Views: 4014
Re: How to (re-)spawn only specific resource?
Mining tools by binbinhfr has uranium dynamite that lets you spawn uranium.
It is a bit OP and is made for turtling,
Could be easily edited to only work for uranium and be a bit more expensive.
It is a bit OP and is made for turtling,
Could be easily edited to only work for uranium and be a bit more expensive.
- Tue Jun 14, 2016 5:10 pm
- Forum: Mods
- Topic: Riphtek Combat SMG
- Replies: 2
- Views: 1560
Re: Riphtek Combat SMG
Eh, i tried i guess
- Tue Jun 14, 2016 4:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Randomizing the ingredients and times for factories
- Replies: 17
- Views: 5199
Re: [IDEA] Randomizing the ingredients and times for factories
Seems great but you can't hide recipes behind research, when I first started the game I remember looking at the rockets crafting recipes. right off the bat and thinking (Wow that will never happen) the randomness would have to be limited. red would have to use random items from things you can get/cr...
- Tue Jun 14, 2016 3:43 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
- Replies: 101
- Views: 78445
Re: [0.12.x][v0.12.1] Bob's Greenhouse mod
With the addition of wood, however, it's got me thinking... what else can one do with it? There's a mod out there that adds an assembly recipe to convert wood to coal. The idea is good, but it an assembly machine isn't the right spot for it. I'm not sure if this or MCI is the right spot for it, but...
- Tue Jun 14, 2016 3:27 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Artifact Hatch
- Replies: 7
- Views: 4260
Re: [MOD 0.12.X] Artifact Hatch
What happens with artifacts on belts? Can they hatch? I don't think so. They should, but fixing that might be computationally expensive. I'll investigate. Ah hmm. yeah that would be a deal breaker for me personally. maybe you could steal some code from those item pickup mods that don't bother with ...
- Tue Jun 14, 2016 3:07 pm
- Forum: Resource Spawner Overhaul
- Topic: How to (re-)spawn only specific resource?
- Replies: 6
- Views: 4014
Re: How to (re-)spawn only specific resource?
Hi, I'd like to introduce Nucular into an existing Vanilla save, so I would have to spawn the Uranium ore fields. I do not want to respawn or regenerate the existing ore fields on the map. I thought it was posted directly in gameplay/vanilla + sorry :X But if memory serves it the ore should spawn i...
- Tue Jun 14, 2016 3:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fishing Pole
- Replies: 16
- Views: 21242
Re: [MOD 0.12.x] Fishing Pole
im 95% sure thats a steakdewardes wrote:Something like this ?
- Tue Jun 14, 2016 6:42 am
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 10230
Re: [MOD 0.12.x] Flare
Wow! What a great idea! Almost jealous I didn't think of it myself
I will probably using a modified version of this when I decide to do a play through again!
I will probably using a modified version of this when I decide to do a play through again!
- Mon Jun 13, 2016 4:18 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Artifact Hatch
- Replies: 7
- Views: 4260
Re: [MOD 0.12.X] Artifact Hatch
Does each egg spawn 1 biter? Do the spawned biters drop artifacts? Can the biters multiply if you just set some turrets near some artifacts and let them spawn/drop/spawn/drop?
- Fri Jun 10, 2016 4:47 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.1.2
- Replies: 2
- Views: 2112
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.1.1
Oh brand new thread - looks shiny. What was wrong with the old one? Seems your idea is not so far from reality as expected: https://www.quora.com/Is-it-possible-to-produce-coal-in-an-artificial-environment Old one is obselete, i hate things being necroed without good reason and I can't see any reas...
- Fri Jun 10, 2016 12:39 am
- Forum: Mods
- Topic: [MOD 0.12.x] Rana's Combat Revamp
- Replies: 3
- Views: 1788
Re: [MOD 0.12.x] Rana's Combat Revamp
Nope, if this mod is uninstalled you shouldn't have to rebuild any part of your factory (unless you automated the ammo and stuff)Ranakastrasz wrote:This might actually be "Gameplay / Vanilla+", I am unsure.
- Fri Jun 10, 2016 12:38 am
- Forum: Mods
- Topic: [MOD 0.15.x] Shield Pulse
- Replies: 14
- Views: 6637
Re: [MOD 0.12.x] Shield Pulse
Pictures really are important. a lot of people won't touch mods without pictures. (Myself included)
Some mods don't need pictures, (Like something that just speeds up vanilla buildings.
Basically, anything with any visual change should have pictures
Some mods don't need pictures, (Like something that just speeds up vanilla buildings.
Basically, anything with any visual change should have pictures
- Fri Jun 10, 2016 12:36 am
- Forum: Mods
- Topic: [MOD 0.12.x] Aquarium
- Replies: 1
- Views: 1444
Re: [MOD 0.12.x] Aquarium
I can see where you copy pasted and didn't edit .-.Ranakastrasz wrote:Rana's Combat Revamp
Description:
- Quick mod of Greenhouses to let you grow fish instead, with a seperate building
- Fri Jun 10, 2016 12:31 am
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2193
Re: My previously WORKING mod seems to have been broken.
I am a mess when coding I have files all over the place (Many copies of the mod) Tried Git? Not to its fullest extent but from what i have tried i didn't like it at all. Admittedly it takes some getting used to, but I really couldn't get any work done without it anymore. If you're thinking "Hm...