Search found 193 matches

by Bizobinator
Sun Oct 08, 2017 4:37 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531245

Re: [MOD 0.14] AAI Programmable Vehicles

Mod author & folks: How suitable would this mod be for implementing cargo ships? Would it be better/easier to use its own control logic & stuff?
by Bizobinator
Sat Sep 09, 2017 5:50 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request/Idea: Ocean Ships
Replies: 8
Views: 2360

Mod Request/Idea: Ocean Ships

What about using AAI's programmable vehicles framework & what-not to make automated ships? I would loooooooooove to play an ocean game where you had to use cargo ships (freighters & tankers) to ship stuff across oceans ^_^. Or, even use a variety of railroad? Like, a "shipping lane"...
by Bizobinator
Sat Sep 09, 2017 5:47 pm
Forum: Ideas and Requests For Mods
Topic: Mod request/idea: True Oceans
Replies: 0
Views: 542

Mod request/idea: True Oceans

Hi all!

Could someone (pretty please :D) make a mod that changes the map generation so that it makes true continents, oceans, islands, archipelagos, oceans, etc?
by Bizobinator
Sun May 21, 2017 5:26 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 40082

Re: [MOD 0.14.x] Water maze

@aaargha It's a good hack since it works :) I might add it to RSO if there are more people interested in out of the box compatibilty. @swni Chunk generation gets a bit more complex because it's async. Steps I planned were: 1. Generate the ore patch and store it's layout (quite a big table sadly but...
by Bizobinator
Sun May 21, 2017 5:20 pm
Forum: Ideas and Requests For Mods
Topic: True oceans mod?
Replies: 3
Views: 1337

Re: True oceans mod?

Thanks m8!
by Bizobinator
Tue May 16, 2017 10:03 pm
Forum: Ideas and Requests For Mods
Topic: True oceans mod?
Replies: 3
Views: 1337

Re: True oceans mod?

Anyone? :/
by Bizobinator
Sat May 13, 2017 4:20 pm
Forum: Ideas and Requests For Mods
Topic: True oceans mod?
Replies: 3
Views: 1337

True oceans mod?

Is it possible to mod the terrain/world generation engine so that it produces true continents, Islands, & Oceans? I've got an idea for a ships mod, but if the maps is just giant lakes, is it really worth it?
by Bizobinator
Tue May 09, 2017 12:46 am
Forum: Ideas and Requests For Mods
Topic: [IDEA/REQUEST] Terrain generation changes
Replies: 1
Views: 651

Re: [IDEA/REQUEST] Terrain generation changes

Rats. I always post things on Sunday evening :P.
by Bizobinator
Sun May 07, 2017 11:25 pm
Forum: Ideas and Requests For Mods
Topic: [IDEA/REQUEST] Terrain generation changes
Replies: 1
Views: 651

[IDEA/REQUEST] Terrain generation changes

Is it possible to change how the map/land itself is generated? I'm curious if it'd be possible to write a mod that allows players to set up true oceans, continents, & islands.
by Bizobinator
Sun May 07, 2017 5:39 pm
Forum: General discussion
Topic: I'm a dingus
Replies: 3
Views: 1703

Re: I'm a dingus

If you mean left and right clicking entities to remove or add them, yeah that's been around for sometime. If you mean removing all entites by click their summary at the top, no that's new since 0.15. If you mean adding entirely new entites after the blueprint has been created... wtf? That's possibl...
by Bizobinator
Sat May 06, 2017 6:26 pm
Forum: General discussion
Topic: I'm a dingus
Replies: 3
Views: 1703

I'm a dingus

I've played >700 hours in Factorio.


And just discovered yesterday that I can add new entities in the "edit blueprint" mode.

>_<
by Bizobinator
Wed Apr 26, 2017 1:52 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339377

Re: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1

07

Thank you, m8, for this great mod.
by Bizobinator
Wed Apr 26, 2017 1:49 am
Forum: Releases
Topic: Version 0.15.0
Replies: 152
Views: 140602

Re: Version 0.15.0

Did the belt optimizations and multi-thread improvements make it into .15?
by Bizobinator
Sun Apr 23, 2017 10:23 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315518

Re: [MOD 0.13.17+] Rampant - 0.14.13

I do have a small question about the biter behaviors: So, periodically, some of the aliens will zoom at incredibly fast speeds towards their destination. This has lead to a few.... interesting.... experiences :lol:. Is this something that's intended? Is it other mods interacting with Rampant?
by Bizobinator
Sun Apr 23, 2017 7:28 pm
Forum: Modding help
Topic: Gif to sprite sheet?
Replies: 4
Views: 1657

Re: Gif to sprite sheet?

I do it by hand. I also use an obscure old piece of software called Paint shop pro, so, if I described exactly, features I use might not exist in your program. Basically... I find out what the minimum size the sprite needs to be so the entire thing fits in an un-moving rectangle, then that's my siz...
by Bizobinator
Sat Apr 22, 2017 9:10 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311050

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Hey Bob, I've got a question regarding upgrading inserters. I've got tons of the various inserter configurations, and I want to upgrade my fast inserters to express inserters. Is there an easy way to upgrade them in a way that keeps their pick-up/drop-off points? Use upgrade planner mod and SHIFT-D...
by Bizobinator
Sat Apr 22, 2017 9:09 pm
Forum: Modding help
Topic: icon not displaying?
Replies: 9
Views: 2644

Re: icon not displaying?

Arch666Angel wrote:item/entity icons 32x32
group icons 64x64
tech icons 128x128 (or smaller if you set the matching value to icon_size)
Awesome, thanks Angel!
by Bizobinator
Sat Apr 22, 2017 12:04 am
Forum: Modding help
Topic: icon not displaying?
Replies: 9
Views: 2644

Re: icon not displaying?

So, icons themselves are 32x32 pixels. What about for group icons? Are those also 32x32?
by Bizobinator
Thu Apr 20, 2017 10:27 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311050

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Hey Bob, I've got a question regarding upgrading inserters. I've got tons of the various inserter configurations, and I want to upgrade my fast inserters to express inserters. Is there an easy way to upgrade them in a way that keeps their pick-up/drop-off points?
by Bizobinator
Mon Apr 17, 2017 10:26 pm
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56754

Re: [MOD 0.12.26] Laser Beam Turret

Bizobinator wrote:Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?
Is it based on the damage upgrade research, or the turret tier? I'm using Bob's & the beam color didn't change when I upgraded the damage, but it has changed for each tier of turrets.

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