Search found 185 matches
- Mon Jun 20, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 44730
Re: [MOD 0.12] Happy Factorio
Still having problems with research images :C (Probably because of 0.12.35)
- Mon Jun 20, 2016 12:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 6788
Re: [MOD 0.12.x] Burners Only - no electricity!
If you made electric poles not connect to any other poles it would make it painful to use electricity, having to put power production right next to everything that needed power because you can't make the power travel any further than a single pole can reach.
- Sat Jun 18, 2016 7:59 pm
- Forum: Mods
- Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
- Replies: 45
- Views: 36008
Re: [MOD 0.12.X] Cargo Rocket - the ultimate transportation mode
Yet another great mod from binbinhfr!
- Fri Jun 17, 2016 5:33 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 77
- Views: 101515
Re: [MOD 0.12.X] Afraid of the dark - improved lights & vision.
it probably comes from an incompatibility with one of your other mods.
I have no doubt.
Do you have mods that creates alternate player characters / cars / tanks / locomotives ? Please send me your mod-list.json to be sure.
Oh boy do I
1.0.6 srrmd to have fixed the issue. Thanks!
{
"mods ...
- 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: 96775
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 ...
I'm not sure the existing mod API makes this easy. And I think it's ok to handwave some ...
- Fri Jun 17, 2016 3:09 am
- Forum: Mods
- Topic: [MOD 0.17x] Flare
- Replies: 26
- Views: 14739
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 ...
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 ...
- Fri Jun 17, 2016 12:27 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 77
- Views: 101515
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: 9111
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: 14739
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: 8575
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 ...
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 ...
- Tue Jun 14, 2016 7:11 pm
- Forum: Resource Spawner Overhaul
- Topic: How to (re-)spawn only specific resource?
- Replies: 6
- Views: 5416
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: 2174
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: 8575
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 ...
the randomness would have to be limited. red would have to use random items from things you can get ...
- 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: 96775
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 ...
- Tue Jun 14, 2016 3:27 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Artifact Hatch
- Replies: 7
- Views: 5986
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 ...
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 ...
- Tue Jun 14, 2016 3:07 pm
- Forum: Resource Spawner Overhaul
- Topic: How to (re-)spawn only specific resource?
- Replies: 6
- Views: 5416
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 ...
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 ...
- Tue Jun 14, 2016 3:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fishing Pole
- Replies: 16
- Views: 24877
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: 14739
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: 5986
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: 2784
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 ...
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 ...