Just for reference, I noticed that the commandline mod tool:
viewtopic.php?f=137&t=29509
Has a the authentication login implemented at: https://github.com/mickael9/fac/blob/master/fac/api.py
Search found 163 matches
- Tue Sep 27, 2016 10:16 am
- Forum: Tools
- Topic: Mod Portal API authentication
- Replies: 7
- Views: 4801
- Mon Sep 26, 2016 6:59 pm
- Forum: Bob's mods
- Topic: Request for better recepie production information
- Replies: 15
- Views: 5154
Re: Request for better recepie production information
cobalt plates seem quite useless Cobalt Plates are used in the Cobalt steel recipe, and that's about it. Cobalt steel is also an under utilised material, I think it's only used by some of the things in the bobmining mod. Cobalt steel is only used for the axe and a heavy armor. Which are both pretty...
- Mon Sep 26, 2016 4:19 pm
- Forum: Bob's mods
- Topic: Request for better recepie production information
- Replies: 15
- Views: 5154
Re: Request for better recepie production information
I just threw together this, maybe it helps: http://daid.eu/~daid/factorio/ It's rough and unfinished, and currently uses all of bob's mods enabled. The data used is generated directly from the game files. So it is quite easy to update. You can click on any object to see what is used to create that o...
- Sun Sep 25, 2016 8:53 am
- Forum: General discussion
- Topic: Tech tree Flaw?
- Replies: 8
- Views: 2960
Re: Tech tree Flaw?
You need to hand craft at least 100 items, see: https://forums.factorio.com/viewtopic.php?f=5&t=26127 The oil refinery is the "surprise" extra hand craft that you need to do mid game. Then I would recommend setting up a quick plastic production, which you will demolish after researchin...
- Sat Sep 24, 2016 9:03 pm
- Forum: General discussion
- Topic: Suggestion for game: 3D version :)
- Replies: 13
- Views: 5338
- Tue Sep 20, 2016 7:23 am
- Forum: Mod portal Discussion
- Topic: [IDEA] Mark Install|Upgrade|Remove
- Replies: 3
- Views: 1679
Re: [IDEA] Mark Install|Upgrade|Remove
After installing all of bob's mods yesterday, I just dropped by to suggest this as well. Right now it is quite painful to use the ingame mod installer.
- Sun Sep 18, 2016 9:13 pm
- Forum: Modding help
- Topic: Can Rocket silo product items?
- Replies: 13
- Views: 2909
Re: Can Rocket silo product items?
My mod space-platform: https://mods.factorio.com/mods/daid/space-platform Contains a workaround for the message. If it detects a rocket launch indented for my mod, it stores the used cargo and replaces it with a satellite. A bit hacky, but it works. Brilliant way to suppress the message but my gues...
- Sun Sep 18, 2016 6:27 am
- Forum: Modding help
- Topic: Can Rocket silo product items?
- Replies: 13
- Views: 2909
Re: Can Rocket silo product items?
Lots of people have run in to that problem - it's hard coded in the scenario script and there's no way to turn it off without changing base game files :/ My mod space-platform: https://mods.factorio.com/mods/daid/space-platform Contains a workaround for the message. If it detects a rocket launch in...
- Sun Sep 11, 2016 6:49 am
- Forum: General discussion
- Topic: How do you exploid large oil fields?
- Replies: 13
- Views: 5650
Re: How do you exploid large oil fields?
Main reason why I research the flame thrower quite early. Nothing clears forests like a bit of fire.Deadly-Bagel wrote:Sometimes the hardest part is finding all the patches, especially if they were under a lot of trees you've just cut down.
- Thu Sep 08, 2016 5:52 am
- Forum: General discussion
- Topic: what insertes have priority when taking stuff out of chests?
- Replies: 2
- Views: 1390
Re: what insertes have priority when taking stuff out of chests?
I think the order in which you place them plays a role here. Not a tested theory, just something I indirectly think I noticed.
- Wed Aug 31, 2016 11:18 am
- Forum: Gameplay Help
- Topic: Why is the water level low?
- Replies: 17
- Views: 9182
Re: Why is the water level low?
Simply stated, it is somewhat rare, but they most definitely can and will run out of fuel. Once it happens, resupplying the belt will not cause them to re-bootstrap themselves. They stay stopped, unless you have additional burner inserters, inserting fuel into your burner inserters (which actually ...
- Mon Aug 29, 2016 2:38 pm
- Forum: General discussion
- Topic: Multiplayer production challenge?
- Replies: 3
- Views: 1478
Re: Multiplayer production challenge?
It might never happen. Remember that 50% of the ideas never really make it. So time will tell.
A mod scenario could make a server like this I think, I don't think it needs extra facilities next to a scenario.
A mod scenario could make a server like this I think, I don't think it needs extra facilities next to a scenario.
- Tue Aug 23, 2016 2:21 pm
- Forum: General discussion
- Topic: Release 14
- Replies: 5
- Views: 1964
Re: Release 14
Then you read a different FFF then I did. As they just announced the plan, nothing more. 12 -> 13 took a year...roy7 wrote:The FFF made it sound like just a few weeks.
- Sun Aug 14, 2016 12:35 pm
- Forum: Mods
- Topic: [MOD 0.13.13] Space platform
- Replies: 4
- Views: 2871
Re: [MOD 0.13.13] Space platform
This mod is great, but I just can't have my rocket cargo replaced with a satellite, because then I can't play with mods like cargo rockets and ion cannon. I just edit the senario to fix the launch messege. Surely there is another way around this problem? I had fun playing with it untill I found it ...
- Sat Aug 13, 2016 4:59 pm
- Forum: General discussion
- Topic: Am I losing my mind? Iron Throne 2
- Replies: 4
- Views: 2660
Re: Am I losing my mind? Iron Throne 2
In the production menu, click the "1h" button, when the number there hits 200k. That's when you get the achievement. So it requires sustained production, not just a spike.
- Wed Aug 10, 2016 8:08 am
- Forum: Mods
- Topic: [MOD 0.13.13] Space platform
- Replies: 4
- Views: 2871
Re: [MOD 0.13.13] Space platform
This mod is great, but I just can't have my rocket cargo replaced with a satellite, because then I can't play with mods like cargo rockets and ion cannon. I just edit the senario to fix the launch messege. Surely there is another way around this problem? I had fun playing with it untill I found it ...
- Tue Aug 02, 2016 7:36 pm
- Forum: Mods
- Topic: [MOD 0.13.13] Space platform
- Replies: 4
- Views: 2871
[MOD 0.13.13] Space platform
Space Platform (The mod) Unsatisfied with the fact that you can only launch a satellite into space? Want to launch yourself into space and continue your base IN space? (And unsatisfied that the space platform from https://www.factorio.com/blog/post/fff-74 is nowhere to be found ingame yet) This mod...
- Mon Aug 01, 2016 12:09 pm
- Forum: Mods
- Topic: [MOD 0.13] Burn the world - Do everything without electric.
- Replies: 14
- Views: 5599
Re: [MOD 0.13] Burn the world - Do everything without electric.
Note, posted this mod on the mods site: https://mods.factorio.com/mods/daid/burn-the-world
Didn't add screenshots yet. I got up to level 3 science with just fuel, the logistics get very complex at that point.
Didn't add screenshots yet. I got up to level 3 science with just fuel, the logistics get very complex at that point.
- Sat Jul 30, 2016 7:15 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 103921
Re: Lazy Bastard Achievement - No hand crafting challenge
you guys are extreme. Do you have to rebind the craft keys to something else to avoid accidentally crafting something? After a while you have just construction plants setup for everything. And it actually plays quicker then hand crafting. And you no longer really think about the option of handcraft...
- Wed Jul 13, 2016 7:15 pm
- Forum: Mods
- Topic: [MOD 0.16.12] Hand Crank Generator
- Replies: 9
- Views: 7045
Re: [MOD 0.13.6] Hand Crank Generator
Useful if you make pumps require electricity, and thus you need to bootstrap your steam engines somehow