Search found 194 matches

by bNarFProfCrazy
Thu Jun 02, 2016 8:38 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138111

Re: Version 0.12.35

madtulip wrote:On the bright side tomorrow is friday so there will be at least a FFF to read.
Thats true. But that another 20-24h. How should I "enjoy" my work, while waiting on that?
by bNarFProfCrazy
Thu Jun 02, 2016 8:15 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138111

Re: Version 0.12.35

Why are you that convinced that the 0.13 is close? IMO the release of a single bug fix update release just says the opposite. The 0.13 is not ready yet and thus they release a bugfix release now instead of major release soon. (Waiting is always less work) I guess we have to wait until next week (Tue...
by bNarFProfCrazy
Thu Jun 02, 2016 4:31 pm
Forum: Development tools
Topic: Simple Mod Creater
Replies: 8
Views: 5275

Re: Simple Mod Creater

One question:
Why do you have the loading screen? IMO Its not necessary!

Its kind of funny creating a mod in the command line (.bat) again.
I also thought about creating something like this, but still haven't enough time for it.

Nice tool hope you can complete it.
by bNarFProfCrazy
Thu Jun 02, 2016 4:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14604

Re: [MOD 0.12.x] Electricity by XyLe

It'd be cool if I could replace the tier 1 panels with tier 2 panels (and so forth) like you can with assemblers and furnaces. Yeah that would be nice. This can be achieved by adding: fast_replaceable_group = "solar-panel" to the solar panel's entity definition. See assembling-machine-1 i...
by bNarFProfCrazy
Wed Jun 01, 2016 8:23 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322594

Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.3

I guess this can be fixed using the item's prototype's property called: dark_background_icon See coal in base/property/items/demo-items.lua. Here some suggestions for that (dark-background) image: crosshairs_backNWhite.png (The above image with dark background.) crosshairs_blackNWhiteNBlack.png An i...
by bNarFProfCrazy
Sun May 29, 2016 4:55 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322594

Re: [MOD 0.12.34] Orbital Ion Cannon 1.2.2

I'm not 100%ly sure what this is about, but I can produce the orbital ion cannon in my yellow assembly machine.
(And it takes 8 different item types to be build)

Factorio 0.12.34
Orbital Ion Cannon_1.2.2
+lots more
by bNarFProfCrazy
Sun May 29, 2016 2:05 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 125791

Re: [0.12.33] Aircraft (1.0.5) New Planes!

EDIT: It would be nice if you could speed up the cargo plain a little bit and/or upgrade the capacity (at least via research or some expensive upgrade modules). Because currently its almost easier/faster to drive with a tank to the target. Oh, I thought the cargo plane was good, but I'll see about ...
by bNarFProfCrazy
Sun May 29, 2016 11:23 am
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39821

Re: [MOD 0.12.x] Shuttle Train

Here a proposal for a German translation:
https://github.com/simwir/Shuttle-Train/pull/23

PS: Thanks for this awesome mod.
by bNarFProfCrazy
Sun May 29, 2016 10:54 am
Forum: Mods
Topic: Air Purifier 0.1.1
Replies: 6
Views: 10213

Re: Air Purifier 0.1.1

Interesting idea for a mod. However I have a suggestion for you. First of all bugs: You forgot to increment the version number in your 0.1.2 making your mod not work without changes. Next release management: It would be cool if you link to your latest version in the topic first post, so its easier t...
by bNarFProfCrazy
Sun May 29, 2016 9:45 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123952

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

There is also the flow control mod with its special shaped pipes. Don't forget them or suggest the feature there as well.

viewtopic.php?f=94&t=20645
by bNarFProfCrazy
Sun May 29, 2016 8:57 am
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14604

Re: [MOD 0.12.x] Electricity by XyLe

Thanks and power to the masses!
by bNarFProfCrazy
Sun May 29, 2016 8:00 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 125791

Re: [0.12.33] Aircraft (1.0.5) New Planes!

I also thought about suggesting something like that. Here are my thoughts about it. You use an airport for vertical launchers (aka a paved circle roughly the size of you cargo plain). You give this airports a names. Then you can configure routes for autopiloting. (I don't know how complex it is to m...
by bNarFProfCrazy
Sat May 28, 2016 11:09 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62397

Re: Friday Facts #140 - Soon

I disagree with "take all the time you need". This game is early access! You can release 0.13 whenever you want, even if some things are broken or missing graphics! If something needs fixing even after release, there's always 0.13.[1-30] I guess we have a slightly different opionions on w...
by bNarFProfCrazy
Sat May 28, 2016 2:53 pm
Forum: Already exists
Topic: Custom item/entity translations
Replies: 3
Views: 1714

Custom item/entity translations

It would be nice if I could define in the prototype how an Entity/Item should be called in game without specifying a translation for the data.name key. Example: tree_type = data.raw["tree"]["tree-02"] tree_item = { type = "item", name = tree_type.name .. "-sapling&...
by bNarFProfCrazy
Sat May 28, 2016 2:24 pm
Forum: Ideas and Suggestions
Topic: Picked up product would be added to the crafting queue
Replies: 19
Views: 6834

Re: Picked up product would be added to the crafting queue

On modern computers this shouldn't take much longer than a few ms. I'd be shocked if it takes even one ms. You'll never know how many crafting tasks are enqueued and their complexity. If you use C or C++ this is probably <= 1ms area, but if you use lua or else you might end up > 1ms. Please also re...
by bNarFProfCrazy
Sat May 28, 2016 2:17 pm
Forum: Ideas and Suggestions
Topic: Picked up product would be added to the crafting queue
Replies: 19
Views: 6834

Re: Picked up product would be added to the crafting queue

IMO this should be quite easy. First of all if an item (electric circuit) is collected, then we check if it is required in any pending recipe. If no, nothing has to be done. If yes, then we just reduce the given recipe by the collected amounts. After that we recalculate all sub recipes (copper cable...
by bNarFProfCrazy
Sat May 28, 2016 7:41 am
Forum: Modding help
Topic: trying to make a mod, accidentally crashed my whole computer
Replies: 70
Views: 17319

Re: trying to make a mod, accidentally crashed my whole computer

The devs already stated that the wont do anything about it. So we can just stop the discussion here.
by bNarFProfCrazy
Fri May 27, 2016 11:28 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 62397

Re: Friday Facts #140 - Soon

Finally a build in way to l8adbalance my train stations.

Nice. Cant wait for it, but please dont rush out wirh a buggy build.
by bNarFProfCrazy
Thu May 26, 2016 8:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Bergius Process
Replies: 50
Views: 63666

Re: [MOD 0.12.x] Bergius Process

Klonan wrote:I have updated the mod with a number of fixes and ideas suggested in the thread
Nice. The new colors and images are really helpful for to get what is in the pipes.

Thank you.
by bNarFProfCrazy
Thu May 26, 2016 4:35 pm
Forum: Modding help
Topic: trying to make a mod, accidentally crashed my whole computer
Replies: 70
Views: 17319

Re: trying to make a mod, accidentally crashed my whole computer

Divran wrote:
bNarFProfCrazy wrote:stuff and things
Are you using factorio 32bit or 64bit though
0.12.33 (Build 18092, win64, steam)

I don't have any other.

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