Search found 181 matches

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: 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...
by sporefreak
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 ...
by sporefreak
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
by sporefreak
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.
by sporefreak
Thu Jun 16, 2016 4:51 pm
Forum: Mods
Topic: [MOD 0.17x] Flare
Replies: 26
Views: 10230

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: 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...
by sporefreak
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.
by sporefreak
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
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: 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...
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: 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...
by sporefreak
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 ...
by sporefreak
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...
by sporefreak
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

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: 10230

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: 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?
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: 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...
by sporefreak
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

Ranakastrasz wrote:This might actually be "Gameplay / Vanilla+", I am unsure.
Nope, if this mod is uninstalled you shouldn't have to rebuild any part of your factory (unless you automated the ammo and stuff)
by sporefreak
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 :)
by sporefreak
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

Ranakastrasz wrote:Rana's Combat Revamp

Description:
  • Quick mod of Greenhouses to let you grow fish instead, with a seperate building
I can see where you copy pasted and didn't edit .-.
by sporefreak
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...

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