Search found 117 matches
- Sat Aug 29, 2015 9:08 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 181214
Re: [0.12.x] RSO Discussion thread
If you play with one of the biter evolution mods, I think they both use the same snippet of code which makes biters move and expand more at higher evolutions. Since time and total pollution is a factor for evolution, this produces the result you mention - at first the biters are far away, spread out...
- Sat Aug 29, 2015 9:05 am
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 16742
Re: [0.12.3+ WIP] Deep Ores
Nice mod, would it be possable to lower the pitch of the noise? Probably. I just used the transport belt sound and made it a little louder. I'll see what I can do. I think I'll wait for some more development before I try this. Looks very cool though! :!: What extra development would you like? A gen...
- Sat Aug 29, 2015 9:02 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40741
Re: [MOD 0.12.5+] Robotic Combinators
This is the mod you want if you like to say "If I have less than 50 construction robots, build more and add them to a roboport".
LogisticCombinators is the mod you want if you like to say "If I have less than 50 steel bars, smelt more and add them to the network storage".
LogisticCombinators is the mod you want if you like to say "If I have less than 50 steel bars, smelt more and add them to the network storage".
- Mon Aug 24, 2015 8:43 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111301
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
There's many posts about it in this subforum now.
In short - no, it's not intended behavior, but it is default factorio behavior. You can work around it by crafting the wooden planks, then it will happily use those instead of the raw wood.
In short - no, it's not intended behavior, but it is default factorio behavior. You can work around it by crafting the wooden planks, then it will happily use those instead of the raw wood.
- Sun Aug 23, 2015 1:40 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174267
Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod
I think the recent range nerf to sniper turrets is perhaps too much.
Nowadays they barely outrange other turret options, at least for me.
Maybe 30, 35, 42 would be good numbers?
Nowadays they barely outrange other turret options, at least for me.
Maybe 30, 35, 42 would be good numbers?
- Sat Aug 22, 2015 11:03 pm
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 16742
Re: [0.12.3+ WIP] Deep Ores
But not at the same time - mining drills pick an ore patch (once every 5 units I think) and mine that single patch for a bit, so on a mixed deposit of ore, you get 5 of one thing then 5 of another, then maybe 10 of one thing, back to 5 of the other... Deep ores can randomly produce as output both or...
- Sat Aug 22, 2015 10:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Geothermal Spring Water Mod!
- Replies: 32
- Views: 32052
Re: [MOD 0.12.x] Geothermal Spring Water Mod!
Pumpjacks outputting at the top right produce hotter water than pumpjacks outputting at the bottom left.
- Sat Aug 22, 2015 8:20 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 123220
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
not even the whole mod - just the config.lua.
- Fri Aug 21, 2015 9:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] QuickPrints
- Replies: 13
- Views: 15749
Re: QuickPrints, convenient early game blueprints
Excellent idea... but, while it is only one lua file, I still think you should zip and release it that way, perhaps attached to the post? Furthermore, using console commands to interact with a mod is annoying. You can add GUI buttons, so my next suggestion would be add a couple - one to spawn bluepr...
- Sun Aug 16, 2015 3:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111301
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Sure, that'd work fine too, and make a lot more sense. If you wanted to do that, why not make them just take a single piece of insulated cable to make, since that's probably what they are - then it has some intermediate value and can be drawn off to a chest somewhere it's being made in the productio...
- Sun Aug 16, 2015 12:44 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20709
Re: Automated Blueprint Deployer - Proof of Concept w/ video
Miners can only be placed where there's valid ore... First pass blueprint, puts miners on everything. Second pass blueprint, puts turrets / floors / walls / assemblers everywhere else. Logistics bots handle picking up mined output. Self-tiles and repeats until world exploited. May have to try this l...
- Sun Aug 16, 2015 12:12 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 111301
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
Can red and green wires use the basic circuit board rather than basic electronic boards please?
Since you often don't get the red/green wires back when you're wiring a network, and since they're literally only carrying signal, it feels a bit expensive to be spending an electronic board per wire.
Since you often don't get the red/green wires back when you're wiring a network, and since they're literally only carrying signal, it feels a bit expensive to be spending an electronic board per wire.
- Sat Aug 15, 2015 7:31 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141385
Re: Modular Armor Revamp
According to the power network, the accumulator has a capacity of 5 mJ, but can provide all of that in a single instance. Oh by the way, you have an incompatibility with the Command Control mod - your code complains of a nil reference for character because of that other mod reassigning it whenever y...
- Sat Aug 15, 2015 7:10 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 562220
Re: Yuoki Industries - Informations, Suggestions, Questions
If you ever get sprite outside errors, first try deleting your crop-cache.dat file.
If you still get it after that, then it's a real problem.
If you still get it after that, then it's a real problem.
- Sat Aug 15, 2015 6:53 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22414
Re: [0.12.x] SignPosts_0.1.0
Do these show on the map? If not, can you add a signpost type that also shows up on the map?
- Sat Aug 15, 2015 6:50 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141385
Re: Modular Armor Revamp
Would it be possible to create a phantom pole as well (so you're always connected) but then set the flow rate of the dummy accumulator to 0 both in and out unless you have a conduit? This would get rid of the alert (the dummy accumulator is always connected to a dummy pole with 0.1 power reach), pre...
- Sat Aug 15, 2015 1:43 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141385
Re: Modular Armor Revamp
Possibly something to do with not having a conduit installed, because I didn't have the research for it. I added a permanent electric-pole-dummy entity (had to set its collision_mask to the ghost layer to stop it blocking me) which also seems to mean I now draw from the network all the time... but t...
- Sat Aug 15, 2015 12:42 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141385
Re: Modular Armor Revamp
So... how do I get the flashing alert that I'm outside of a power network to go away? Maybe if I were using a conduit in my modular armor, this would be semi-useful, but since I'm not (roboport, solars, batteries, all vanilla), and I don't have a powernet nearly everywhere yet, this is quite annoyin...
- Sat Aug 15, 2015 12:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 97295
Re: [MOD 0.12.x] Smarter Circuitry
Actuator in the folder 4.2 has the info saying it's 4.0
- Sat Aug 15, 2015 12:00 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141385
Re: Modular Armor Revamp
Thanks, looks good. Trying this today.