Search found 185 matches

by sporefreak
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)
by sporefreak
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.
by sporefreak
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!
by sporefreak
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 ...
by sporefreak
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 ...
by sporefreak
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 ...
by sporefreak
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
by sporefreak
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.
by sporefreak
Thu Jun 16, 2016 4:51 pm
Forum: Mods
Topic: [MOD 0.17x] Flare
Replies: 26
Views: 14739

Re: [MOD 0.12.x] Flare

Ranakastrasz wrote:
sporefreak wrote:Wow! What a great idea! Almost jealous I didn't think of it myself :P
I will probably using a modified version of this when I decide to do a play through again!
Modified? In what way?
Reduced length, Change the recipe, etc.
by sporefreak
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 ...
by sporefreak
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.
by sporefreak
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
by sporefreak
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 ...
by sporefreak
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 ...
by sporefreak
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 ...
by sporefreak
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 ...
by sporefreak
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

dewardes wrote:
Fish.png
Something like this ?
im 95% sure thats a steak
by sporefreak
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 :P
I will probably using a modified version of this when I decide to do a play through again!
by sporefreak
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?
by sporefreak
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 ...

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