Search found 64 matches

by nucleargen
Fri Jul 14, 2017 5:00 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 877638

Re: 4-way intersectios: Throughput and deadlocks [image heavy]

Not found in tested 4-lane intersections:
Image
Found in Steam guide 4.5 Guage Rails
Blueprint book: pastebin
by nucleargen
Fri Jul 14, 2017 2:49 am
Forum: Modding help
Topic: Automatically generating localized names
Replies: 4
Views: 1053

Re: Automatically generating localized names

%turret_name% range_boost %level%
%turret_name% = {"entity-name."..turret_name_from_loop} - entity name from your data loop.
__1__ and __2__ are placeholders.
by nucleargen
Tue Jul 11, 2017 6:08 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 5494

Re: [MOD 0.15.X] Factorio Cross Mod

v1.1.1 Jungles and Mountains fixes Bugfix for Jungle and Mountains generations. Now it's generated slightly after chunk generation (at least after 30 ticks), but provide more correct generation. If Mountains enabled or RSO removing trees - no trees will be spawned on ore patches. Also guarantees tha...
by nucleargen
Sun Jul 09, 2017 2:27 am
Forum: Mods
Topic: [Mod 0.15] Omnimatter
Replies: 31
Views: 14910

Re: [Mod 0.15] Omnimatter

Another minor idea: With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes. There is already a linquid omnite thing. You take Omnite, crush it, combine it with s...
by nucleargen
Fri Jul 07, 2017 2:54 pm
Forum: Not a bug
Topic: [0.15.28] Research Electronic
Replies: 6
Views: 2548

Re: [LASTEST] Research Electronic

It seems that automatization 1 and electronics 1 researched, but not logistics 1.
Electronics unlocked filter inserters, which requires fast inserters, which provided by logistics.
by nucleargen
Fri Jul 07, 2017 10:25 am
Forum: Mods
Topic: [Mod 0.15] Omnimatter
Replies: 31
Views: 14910

Re: [Mod 0.15] Omnimatter

Another minor idea:
With omnite overhauls all other resources, we miss liquids mining such oil. What about adding liquid omnite patches? Mine with pumpjacks, retrieve solid omnite through some upgradeable recipes.
by nucleargen
Thu Jul 06, 2017 10:34 am
Forum: Modding interface requests
Topic: Adding more methods to manipulate scripted achievements
Replies: 10
Views: 2968

Re: Adding more methods to manipulate scripted achievements

Bilka wrote:[*] The ability to add a description to achievements of the type "achievement" in the locale[/list]
i think this may be treated as bug, since all other achievements type has description.
by nucleargen
Thu Jul 06, 2017 3:37 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 5494

Re: [MOD 0.15.X] Factorio Cross Mod

v1.1.0 Big Brother Tweaks included
  • Included rewritten radars tweaks from Big Brother Tweaked. Now enables by mod setting with active Big Brother mod.
  • Debug mode setting are now startup.
by nucleargen
Wed Jul 05, 2017 3:32 pm
Forum: Not a bug
Topic: 0.15.26 Single tree removal with deconstruction planner.
Replies: 8
Views: 2876

Re: 0.15.26 Single tree removal with deconstruction planner.

Situation depended in-game solution: if you want remove tree between buildings - use prepared before filtered decinstruction planner ^^
At first time for me it was a discovery.
by nucleargen
Wed Jul 05, 2017 10:43 am
Forum: Bob's mods
Topic: how to download bob mod in a pack ?
Replies: 5
Views: 2158

Re: how to download bob mod in a pack ?

Ingame mod manager very useful.
Just filter mods by "bob" for example and add all needed mods to download queue.
by nucleargen
Wed Jul 05, 2017 10:29 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 5494

Re: [MOD 0.15.X] Factorio Cross Mod

v1.0.3 Bugfixes and debug mode
  • Bugfix with offworld factorium ore.
  • Bugfix with jungle generation when mountains enabled too.
  • Added debug mode setting.
by nucleargen
Wed Jul 05, 2017 8:29 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 5494

Re: [MOD 0.15.X] Factorio Cross Mod

v1.0.2 | 05.07.2017 - removed dependency from Noxys Extra Settings Info - code merged and reworked to be more informative and totally localized. Updated localizations of all supported mods and added localization for: Omniwood, Factorissimo2 (minor locale fixes), The Ruins Mod and Robot Battery Resea...
by nucleargen
Wed Jul 05, 2017 3:17 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 129178

Re: [0.12] Bugs, crashes & other issues

Found missing locale key for Mirror concrete setting:
GUI.lua, line 355:

Code: Select all

            GUI.add(settings, {type="checkbox", name="mirrorConcrete", caption="Mirror concrete"}, "mirrorConcrete")
by nucleargen
Wed Jul 05, 2017 1:41 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 40747

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

Doc, please update mod description. Portal research addon is now moved as part of Factorio cross mod
by nucleargen
Wed Jul 05, 2017 1:40 am
Forum: Modding discussion
Topic: Working animations: correct prototyping - how?
Replies: 2
Views: 1386

Re: Working animations: correct prototyping - how?

Graphics_variation is not i'm searching for. This property provide several different visualisations of the object, but is independent from recipe currently working on. In my researches i understand next things: - recipe_tint applies only on working_visualisations - working_visualisations doesn't syn...
by nucleargen
Tue Jul 04, 2017 8:02 am
Forum: Implemented mod requests
Topic: add new info.json dependency type: incompatible
Replies: 5
Views: 2418

add new info.json dependency type: incompatible

New dependency syntax may be like "! mod_name" in dependencies array. This would be useful if mod have permanent incompatibility with other mod and user cannot launch this mods together. At now this problem resolving partially by specifying optional dependency like "? mod_name < 0.0.1...
by nucleargen
Mon Jul 03, 2017 10:39 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 5494

[MOD 0.15.X] Factorio Cross Mod

Factorio Cross Mod Adds cross-support between some other mods. You can use any mix of supported mods. Also includes several old simple mods. Contains russian locale for all supported mods. Customizable behaviour through mod settings. Name: Factorio Cross Mod (factorio_cross_mod) Category: compilati...
by nucleargen
Sat Jul 01, 2017 7:24 pm
Forum: Modding discussion
Topic: Working animations: correct prototyping - how?
Replies: 2
Views: 1386

Working animations: correct prototyping - how?

I'm not very familiar with graphic redactors, but want to create updated graphics for some assembling machine entities with different effects on different recipes. I.e: there is vanilla Chemical plant with different colored boiling patch, depended what product being produced. Since it is undocumente...
by nucleargen
Fri Jun 30, 2017 7:27 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42701

Re: [0.15.*] Feedback topic

What about remote interface to add support of unlisted resources to RSO? It's been discussed already and it is a bit difficult. Code on RSO side would need to do a lot of validation on this and handle out of turn additions (depending on when other mods call remote interface). And since adding new o...
by nucleargen
Fri Jun 30, 2017 6:46 am
Forum: Resource Spawner Overhaul
Topic: [0.15.*] Feedback topic
Replies: 128
Views: 42701

Re: [0.15.*] Feedback topic

What about remote interface to add support of unlisted resources to RSO?

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