Search found 435 matches
- Fri Aug 28, 2015 4:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55339
Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!
Then I can just skip the step and have it made directly from oil
- Sun Aug 23, 2015 8:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55339
Re: [MOD 0.12.x] Roadworks 3.0 - Bridges!
I want to keep the mod as vanilla-compatible as possible, so I don't think adding new resources will happen. Asphalt will most likely be made out of heavy oil, stone, and possibly sulfur. Making it generate pollution is a very interesting idea, though, I'll have to look at it further to see if it's ...
- Wed Aug 19, 2015 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Weaker signal lights
- Replies: 6
- Views: 2715
Re: Weaker signal lights
This is a good idea. Instead of a full blown lamp, it should be about the size and brightness of the current rail signals.
- Mon Aug 17, 2015 10:44 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15558
Re: Piercing rounds recipe should include regular rounds
...What I agree with OP on is that piercing rounds recipe is too simple. It's an advanced product that needs research to be made, and yet all you need to make it is a single assembler next to the main bus. If piercing rounds require basic rounds, their recipe is suddenly two-step. Basic rounds are ...
- Mon Aug 17, 2015 10:13 pm
- Forum: Implemented mod requests
- Topic: Extended flying text entity.
- Replies: 7
- Views: 9571
Re: Extended flying text entity.
That's a technicality. You can put in the signed 32-bit integer limit and have the text stay for almost ten thousand hours, which is more than a year of playing the game day and night. Yes, it is inelegant, but you don't have the source code of the game to care too much about that, this was just a w...
- Mon Aug 17, 2015 7:47 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Automated fishing mod?
- Replies: 4
- Views: 7080
Re: [Idea] Automated fishing mod?
The Homeworld mod is a bit of overkill if all you want is automated fishing, though.
- Sun Aug 16, 2015 11:03 pm
- Forum: General discussion
- Topic: Mods: why change
- Replies: 7
- Views: 13374
Re: why change
He has a point, though, the modding forum is shattered into so many superfluous subforums.
Silver_26, you should raise the complaint to the mods. So, Ssilk really.
Silver_26, you should raise the complaint to the mods. So, Ssilk really.
- Sun Aug 16, 2015 10:50 pm
- Forum: Balancing
- Topic: Piercing rounds recipe should include regular rounds
- Replies: 21
- Views: 15558
Re: Piercing rounds recipe should include regular rounds
There is one resource that is finite: your time. The less efficient you are in using your raw materials, the more time you'll have to spend on expanding your mining operations, and the less you will get done. Leave the resource cost for the combat rebalance of 0.13, though. What I agree with OP on i...
- Sun Aug 16, 2015 10:13 pm
- Forum: Modding help
- Topic: Is there a way to add attributes to items?
- Replies: 5
- Views: 3293
Re: Is there a way to add attributes to items?
Then you've done something wrong because it worked perfectly fine for me.bigyihsuan wrote:I just tried this, and it doesn't seem to work.
You know what, here you go, I've made the mod for you:
- Sun Aug 16, 2015 10:00 pm
- Forum: Implemented mod requests
- Topic: Extended flying text entity.
- Replies: 7
- Views: 9571
Re: Extended flying text entity.
You can make your own flying text entity: data:extend( { { type = "flying-text", name = "flying-text", flags = {"not-on-map"}, time_to_live = 150, speed = 0.05 } } ) That's the default entity's data. Just change time_to_live to something ridiculously high and speed to 0...
- Sat Aug 15, 2015 1:23 pm
- Forum: Modding help
- Topic: Is there a way to add attributes to items?
- Replies: 5
- Views: 3293
Re: Is there a way to add attributes to items?
Or you can do this:
More elegant and doesn't overwrite any other properties of rocket fuel, ie it's more compatible with other mods.
Code: Select all
data.raw.item["rocket-fuel"].fuel_value = "250MJ"
- Thu Aug 13, 2015 11:21 pm
- Forum: General discussion
- Topic: The offer of cooperation to the administration
- Replies: 8
- Views: 10938
Re: The offer of cooperation to the administration
Airat is not a spambot, he's just not a native English speaker and sometimes it gets a bit difficult to decipher what he's trying to say.
- Mon Aug 03, 2015 6:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55339
Re: [0.12.x] Roadworks 3.0 - Bridges!
Yes More floors are good like Wood and stone and something like that I'll only add something if it actually serves a purpose in the game. I plan to reintroduce asphalt roads, but other than that I'm not sure if I'll add any more floors. Right now the focus is on bridges. Yay! Awesome news. Thank yo...
- Sun Aug 02, 2015 4:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55339
Re: [0.12.x] Roadworks 3.0
So far the only feature the mod adds is bridges, no other features from previous versions of the game are in. This will eventually change, but I wanted to release the mod sooner due to how popular bridges are. Also, interest check: Would anyone want me to reintroduce the old "limestone -> quick...
- Sun Aug 02, 2015 4:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Roadworks 3.0 - Bridges!
- Replies: 29
- Views: 55339
[MOD 0.12.x] Roadworks 3.0 - Bridges!
http://i.imgur.com/Nzc8rdq.png?1 Name: RoadWorks Description: Expands vehicle use through additional features. Licence: LGPL Version: 3.0.0 Last Release: 2-8-2015 Tested With Factorio: 0.12.2 Dependencies: Factorio 0.12.2 Tags: Roads, Bridges, Vehicles, Enhancement Download Link: https://dl.dropbox...
- Sat Aug 01, 2015 4:41 pm
- Forum: Balancing
- Topic: [0.12.1] Basic Modular Armor should not use Processing units
- Replies: 8
- Views: 16019
Re: [0.12.1] Basic Modular Armor should not use Processing units
Solar panel modules should also not use processing units. They are the basic power production module and very weak, they should use green circuits at most. Needing solar panels is already enough of a requirement.
- Tue Jul 28, 2015 7:40 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Road layer
- Replies: 7
- Views: 8090
Re: [Request] Road layer
I've worked on something similar for the next iteration of Roadworks, though it's more like a standard vehicle with GUI and less automated than FARL is.
- Tue Jul 28, 2015 7:29 pm
- Forum: Modding help
- Topic: [Solved] Dummy collision mask layer?
- Replies: 2
- Views: 1676
Re: [Help Needed] Dummy collision mask layer?
Collision layers can't be created. You need to use a layer that will be unlikely to be at your given position, like resource-layer.
Note that changing collision mask of water can have some unforeseen consequences.
Note that changing collision mask of water can have some unforeseen consequences.
- Mon Jul 27, 2015 11:46 pm
- Forum: General discussion
- Topic: Let's discuss the new soundtrack
- Replies: 18
- Views: 22938
Re: Let's discuss the new soundtrack
I love the new soundtrack. The tracks are executed really well, and even if they repeat a little too often right now, they still don't get tiring to listen to in the slightest. I think the previous soundtrack fit the game better, though. It felt like you were in an unknown and hostile environment wh...
- Sat Jul 25, 2015 10:08 pm
- Forum: Modding help
- Topic: Override another mod's recipes?
- Replies: 1
- Views: 1546
Re: Override another mod's recipes?
You change them the same way you change vanilla game recipes, but instead of data.lua, you do it in data-updates.lua. Data-updates is loaded after Dytech's data.lua where its recipes are defined, so you can change however you want there.