Search found 117 matches

by Darloth
Wed Apr 27, 2016 5:05 pm
Forum: Bob's mods
Topic: Tweaked graphics for Bob's Electronics
Replies: 0
Views: 1203

Tweaked graphics for Bob's Electronics

Hello, Someone recently said that they'd like to see different graphics for Bob's Electronics. As it happens, I made some different graphics for Bob's Electronics. Here they are. For the moment I'm just linking the images directly, so you can download them and overwrite the appropriate graphics file...
by Darloth
Fri Apr 22, 2016 8:00 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32278

Re: Friday Facts #135 - Getting Organized

You say that, but right now they biters do not apply themselves.

They're more of an environmental threat than a directed one, even on pretty high biter count. While biter variety would be great, different biter behaviour can also make a VAST difference :)
by Darloth
Wed Apr 20, 2016 11:39 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Biter slaves? Much like logistic robots.
Replies: 7
Views: 2414

Re: [Idea] Biter slaves? Much like logistic robots.

Don't put them near trains and they won't get squashed? :) If they're fairly short ranged (the helper robots) that would work nicely.

It could be a problem for the biter-AI things, yeah.
by Darloth
Wed Apr 20, 2016 10:01 am
Forum: Mods
Topic: [MOD 0.12.x] Tanks! for Bob!
Replies: 29
Views: 28502

Re: [MOD 0.12.x] Tanks! for Bob!

This mod -ALSO- multiplies the number of rails you get by 5, and the number of concrete you get by 10. While that's not necessarily a bad change, the fact that you DIDN'T SAY YOU WERE DOING THIS anywhere in the mod description is quite annoying, because I already had a mod that does precisely that. ...
by Darloth
Wed Apr 20, 2016 8:54 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

That would probably be a fine solution, and I can't think of any good reason I didn't think of it. I know how the resistances work, I know perfectly well you could set 95%/0 resist to acid or something. But yes, something like that would be great. If you feel like doing it please do :) If not I migh...
by Darloth
Tue Apr 19, 2016 5:17 pm
Forum: Mods
Topic: [MOD 0.12.x] MoreRobots
Replies: 4
Views: 2648

Re: [MOD 0.12.x] MoreRobots

Ditto the above - an armor that's not quite as good as the base modular would be ideal.

Even more so if I could tinker with it to have a base solar production, base batteries, and base conduit, but then maybe only have space for a roboport OR shields...
by Darloth
Tue Apr 19, 2016 5:08 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 111309

Re: [0.12.x][v0.12.6] Bob's Electronics

There's these, if you think you'd like them better. https://forums.factorio.com/viewtopic.php?f=51&t=6496&start=60#p100480 I might have something I almost finished for the green ones as well but I thought they looked quite good personally so I didn't fiddle with green or up much. Those tend ...
by Darloth
Tue Apr 19, 2016 9:00 am
Forum: Ideas and Requests For Mods
Topic: [Idea] Biter slaves? Much like logistic robots.
Replies: 7
Views: 2414

Re: [Idea] Biter slaves? Much like logistic robots.

I'd really like non-flying helper logic. I'm not so fussed about them being biters - in fact, I'd like them to be the little legged robots we see (saw?) on the robotics tech. I keep feeling a short range, cheaper to build, construct only, maybe even green science only walker construction robot would...
by Darloth
Tue Apr 19, 2016 8:56 am
Forum: Mods
Topic: [MOD 0.14+]DroneHome_0.2.3 (28.08.2016)
Replies: 7
Views: 5156

Re: [MOD 0.12.11+]DroneHome_0.2.2 (16.04.2016)

Now all we need is a turret that fires drone capsules...
by Darloth
Tue Apr 19, 2016 8:44 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

But we're not looking for solely the FPS friendly solution, are we? Presumably most people who download this mod want to actually be pressured by the biters to some degree, such that they can't just build 10 laser turrets at one side of their base, 10 at the other side, and happily forget about the ...
by Darloth
Mon Apr 18, 2016 6:33 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

If the rails were tough enough, a robot would be dispatched to fix it as the train rolled over it - you'd have to fix any ACTUAL breaks yourself, yes, but a constantly rolling gun and robot train would keep most incidents down. I'd like that personally. Yes, you'd need a lot of robots, and they'd of...
by Darloth
Mon Apr 18, 2016 6:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 56833

Re: [MOD 0.12.x] Finite Water

It would be interesting if the total water per lake were related to, say, tiles^2.

That might do what you want, and might even be possible? You'd need to scan the lake to see how big it was, mind you, then divide to get the appropriate value per-tile.
by Darloth
Mon Apr 18, 2016 6:28 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 38376

Re: [MOD 0.12.11+] Underground mining drills

After some playtesting (admittedly, in a low resources game) I also would agree that the underground resources are perhaps not rich enough to really justify the investment. For reference - I start mining and get reported values of maybe 0.4 to 0.6 ore and a bit less stone per cycle, and after about....
by Darloth
Sat Apr 16, 2016 10:07 am
Forum: Modding help
Topic: Checking emissions of an entity (for Worm Attack mod)
Replies: 4
Views: 1995

Re: Checking emissions of an entity (for Worm Attack mod)

If nothing else works, you could also try putting the nil check in its own function (possibly inline) and just using pcall to see whether it worked. I'm not sure how expensive that sort of try-catch behaviour is in Lua, but if nothing else works it could be a useful fallback. Of course, I'm not sure...
by Darloth
Fri Apr 15, 2016 9:39 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

It's the not getting anywhere part that's the difficult bit. It'll tie up biters and cpu cycles. If it could be done that the spitters would ignore it, but the melee-biters would bite it, cost electricity, and die, that would be great though. Of course, they should also do damage to the rails (once ...
by Darloth
Fri Apr 15, 2016 6:41 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

Yes, the goal of the mod is to be so challenging that defeat is possible. Hence the name, "Misanthrope". Oh I know, I was just checking that was the intended behaviour at 50%, since there's a tier for "assault" and I would consider this pretty actively towards my structures alre...
by Darloth
Fri Apr 15, 2016 2:43 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109536

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

Are they meant to get this close at 50% evolution?

I was just about doing okay until it breached 50, and then... uh, well, now this. I'm not sure I'll be able to recover.

Image
by Darloth
Fri Apr 15, 2016 11:07 am
Forum: Modding help
Topic: Checking emissions of an entity (for Worm Attack mod)
Replies: 4
Views: 1995

Re: Checking emissions of an entity (for Worm Attack mod)

I can't test it at the moment so this might just be garbage I've pieced together from remembered Lua knowledge and some internet crosschecking...

But, does

Code: Select all

if targets["energy_source"] ~= nil then
change anything? I don't really see why it should, but maybe it's worth trying.
by Darloth
Thu Apr 14, 2016 4:42 pm
Forum: Mods
Topic: [0.11.19] RoadTrain MOD (aka Trailers)
Replies: 13
Views: 20665

Re: [0.11.19] RoadTrain MOD (aka Trailers)

It's possible to update mods, but it is a lot of work. For what you say you want, there are easier solutions. Why do you need many many items? Is the trunk of the car not enough item space for you? I've honestly never filled it. It might be easier to mod yourself a new car, with more storage space. ...
by Darloth
Fri Apr 01, 2016 1:27 pm
Forum: Mods
Topic: [MOD 0.12.29] Worm Attack 0.1.2 (update 3rd April)
Replies: 22
Views: 14383

Re: [MOD 0.12.29] Worm Attack 0.1.0 (errors fixed)

I'd love it if smaller worms attacked at lower evolution levels, but could be stopped entirely with the tier tier of flooring. Stone bricks or higher for small or medium worms, concrete or any mod flooring to stop large worms.

Is that possible?

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