Search found 1828 matches

by Nexela
Fri Jul 08, 2016 5:05 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124484

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

I couldn't resist...... from Andrew Logistics/protypes/technology/purplebelt data:extend( { { type = "technology", name = "bob-logistics-5", icon = "__base__/graphics/technology/logistics.png", effects = { { type = "unlock-recipe", recipe = "purple-transp...
by Nexela
Fri Jul 08, 2016 4:58 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124484

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

A lot of it is copy/paste find/replace including images from other mods. When I first seen it I was alll omg Bob has competition. Then I downloaded one of em to check it out and promptly deleted it.
by Nexela
Fri Jul 08, 2016 3:08 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8914

Re: [0.13]Deactivating Station via Network

I've started working on a mod to implement something like this. Turning the station 'off' via circuit network and having it behave in the same way as when a station is destroyed/picked up would be a very clean way to add a ton of functionality. Does Entity.active work on stations? If it does what a...
by Nexela
Fri Jul 08, 2016 2:16 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 105263

Re: [MOD 0.12.x, 0.13.x] Side Inserters

It is in your head. My guess you reasearched some stack size increase. and regular inserters can pick up multiple items off a belt now depending on the level of research so these are probably the gaps you are seeing.
by Nexela
Fri Jul 08, 2016 1:05 pm
Forum: Ideas and Suggestions
Topic: [0.13] Power Switch: make it switch red/green wire, too
Replies: 22
Views: 5943

Re: [0.13] Power Switch: make it switch red/green wire, too

This would be a nice feature for all of the reasons Siggboy has explained
by Nexela
Fri Jul 08, 2016 12:46 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84608

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.0

I think more hotkeys with console messages are the answer versus additional gui elements. I already have too many. IE CTRL-Shift-T will toggle trash all, Ctrl-Shift-L will toggle trash above And have both of these change the trash Icon maybe overlay a little up arrow on logistics for trash above, an...
by Nexela
Fri Jul 08, 2016 11:07 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84608

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.0

Feature request #1: I've found myself pausing and unpausing auto trash quite often. Also I've toggled the option "autotrash above logistic requests" rather often. Would it be possible to add triggers to the top-level UI, so it can be directly accessed without opening the AT config window?...
by Nexela
Fri Jul 08, 2016 4:04 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226265

Re: [MOD 0.12.x] Autofill

I think my next step will see about using hotkeys to fill already placed entities! then as the last step possibly a gui for building item/ammo tables!
by Nexela
Fri Jul 08, 2016 3:01 am
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 5041

Re: circuit network wires: allow both chain and star topology

Even though this is an Idea and not a bug I agree this would be some nice behavior if doable. the .12 way was a pain the first .13 way is even better, new reverted .13 with improvments (q not releasing from hand) is better yet! This proposed change would be the icing on the cake mmmmmmm Cake........
by Nexela
Fri Jul 08, 2016 1:18 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 131740

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

I don't know if you know this, but bob's warfar mod now has Mk2-mk5 radars. So the ones in this are redundant now. Yeah this was an awesome change.... Everyone must think vanilla radars are weak or something. I have/had 4 or 5 mods that add radars! thankfully they all had configs to enable or disab...
by Nexela
Fri Jul 08, 2016 1:14 am
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 120
Views: 32830

Re: Achievement: finish the game without using any chest

Storage tanks are needed to store the useless heavy/light oil until you research oil cracking, so playing without them wouldn't be possible You can run any fluid into a steam engine to get rid of it. *bonus* you can run it through a boiler first and you will get energy from it :) So bonus points to...
by Nexela
Fri Jul 08, 2016 12:56 am
Forum: Modding help
Topic: How to make this go away
Replies: 4
Views: 1218

Re: How to make this go away

I am no expert on factorio or lua but as a guess.... for name,list in pairs(data.raw) do for index,item in pairs(list) do if item.stack_size ~= nil then item.default_request_amount = defaultAmount end end end Looks like it is changing almost everything in the game and since your mod modded it it fac...
by Nexela
Fri Jul 08, 2016 12:52 am
Forum: Gameplay Help
Topic: No oil!
Replies: 14
Views: 13352

Re: No oil!

Also 0.13 is marked as experimental for a reason....
by Nexela
Thu Jul 07, 2016 11:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226265

Re: [MOD 0.12.x] Autofill

Code: Select all

/c remote.call("af", "insertset", "", "gun-turret-mk2", {"piercing-rounds-magazine"})
Ooops forgot the quotes around piercing-rounds-magazine
by Nexela
Thu Jul 07, 2016 1:23 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151400

Re: [0.13.x] Bob's Mods: General Discussion

The graphics in the post you keep linking aren't bad at all, but some of them arn't even needed anymore. I can't tell if he even made a change to the electrolysers, because those are the graphics I already use, and chemical plants, and furnaces, I already have unique coloured graphics for. For a lo...
by Nexela
Thu Jul 07, 2016 11:50 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 131740

Re: [MOD 0.12.35] ExtraChests v0.1.5 (Addon Shine Bobsmod)

But I will be creating a new Mod with a new name to reflect 0.13 version and it main purpose. I will upload it in the mod forum to allow anyone to get the updates easily as any other mod for 0.13. I won't be updating my ExtraChests_0.1.5 any further for Factorio 0.12. ExtraChests_0.1.6 is a kind of...
by Nexela
Thu Jul 07, 2016 11:42 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226265

Re: [MOD 0.12.x] Autofill

Anyone able to add the mk2 turret from Factorio Extended? https://forums.factorio.com/viewtopic.php?f=93&t=19836 Would be much appreciated. Open the console and enter this, Should work for you. of course make sure to save first :) /c remote.call("af", "insertset", "&quo...
by Nexela
Thu Jul 07, 2016 11:18 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 311161

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

Not sure if this is the right sub mod but

[BUG] One Way valve pipe object rotates after every placement like underground pipe.... After placing about 50 of these I noticed it......... and the arrow is hard to see when placing vertical :)

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