Search found 255 matches

by HeilTec
Tue Mar 29, 2016 6:09 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 86201

Re: [MOD 12.11+] Train Outposts

I really like this mod and have played a while with it.
I have noticed a serious delay after loading an existing map.
Xterminator commented on this too in a video.

As there are no error 'per se' I can not present any screen dumps or other data.
How can we help fix this?
by HeilTec
Fri Mar 25, 2016 5:09 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 55914

Re: Friday Facts #131 - Roadmap shuffle

I guess the dolphin in the achievement icons is saying: "Thanks for all the fish"

I wonder if you have to eat fish or not to get that one.
by HeilTec
Mon Jan 18, 2016 8:30 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46595

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

The security-camera is a very nice extra, but it needed a migration script. for i, force in pairs(game.forces) do force.reset_technologies() end for i, force in pairs(game.forces) do force.reset_recipes() end for i, force in pairs(game.forces) do if force.technologies["optics"].researched ...
by HeilTec
Thu Jan 14, 2016 3:02 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46595

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Done that - and it seems to work.
radar-two_0.2.1.zip
(873.54 KiB) Downloaded 783 times
Bumped version one notch.
by HeilTec
Wed Jan 06, 2016 2:55 pm
Forum: Releases
Topic: Version 0.12.21
Replies: 16
Views: 51792

Re: Version 0.12.21

This post is visible before the update can be downloaded.
by HeilTec
Wed Nov 18, 2015 2:26 am
Forum: Maps and Scenarios
Topic: [0.12.x] PvP Scenarios
Replies: 35
Views: 59384

Re: [0.12.x] PvP Scenarios

Leosmellsgood wrote:How do you start the pvp? like where do you drag the pvp file to, similar to a mod in data??
Drop the scenario file in the scenario folder.
To start a new map you start the scenario.
by HeilTec
Wed Nov 18, 2015 2:02 am
Forum: Multiplayer
Topic: Looking for multiplayer EUROPE
Replies: 2
Views: 6563

Re: Looking for multiplayer EUROPE

Hi there. I'm from Denmark. I like to make efficient and balanced factories. :ugeek: I have played this game too much to count. :mrgreen: For a long time it was pure vanilla, but these days I like to play with bobs mods and rso + some more utilities. :geek: I can not portforward :( so I depend on Ev...
by HeilTec
Thu Nov 12, 2015 12:50 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 316807

Re: Foreman 0.1.9 - A factory optimisation tool.

I use folder junctions (mklink /j) and hardlinks (mklink /h) to easily switch factorio version and mods-collection. To be of any use in this setup the program needs to be able to handle this. Fortunately I am able to use the web program http://factorio.rotol.me/pack/bobmods-f12/ to datamine the bobs...
by HeilTec
Mon Oct 19, 2015 11:52 am
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 34858

Re: [Mod Compilation 0.12.11+]Unofficially updated mods

Any chance for requests? Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error. https://forums.factorio.com/forum/viewtopic.php?f=92&t=1612 I already did the game.on -> script.on. The mod has a function (initMod) in both on_init and on_lo...
by HeilTec
Thu Oct 08, 2015 11:53 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224634

Re: [MOD 0.12.x] Autofill

I have been recommended to try incorporating the configuration gui of the ModuleInserter to make the autofill configurations easy. I wish I had more lua experience, but this may be an opportunity. Thanks to the post by dixbutts I discovered the same mistake for the locomotives - there is no "di...
by HeilTec
Wed Oct 07, 2015 7:49 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224634

Re: [MOD 0.12.x] Autofill

Autofill for boblogistics, bobpower and bobwarfare.

Here is how I envision the glue placed in autofill control.lua
autofill_1.3.6.zip
patched for bob
(44.14 KiB) Downloaded 308 times
Partially tested - no gamebreaker.
by HeilTec
Wed Oct 07, 2015 4:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224634

Re: [MOD 0.12.x] Autofill

This mod has already been a great feature.
I would like to contribute.
Is this on github?

Looking at the new code I now think the "glue" belongs inside the autofill mod.
by HeilTec
Tue Oct 06, 2015 4:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224634

Re: [MOD 0.12.x] Autofill boblogistics

-- control.lua for Bob's Logistics to enable Autofill for locomotives require "defines" game.on_init(function() for index,player in ipairs(game.players) do initAutofill(player.name) end end ) game.on_event(defines.events.on_player_created, function(event) local player = game.get_player(ev...
by HeilTec
Tue Oct 06, 2015 2:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 224634

Re: [MOD 0.12.x] Autofill bobwarfare

Useful mod. Does anyone have a complete config set for Bob's mods, by any chance?(...) I have played a bit with bobs and autofill. I am unsure where the glue between the mods should be placed. As an intermediate solution I placed a config.lua in the bobswarfare mod for the autofill of turrets. -- c...
by HeilTec
Wed Sep 23, 2015 5:56 pm
Forum: Mod and installation managers
Topic: Quick swap of mods and saves
Replies: 4
Views: 10729

Re: Quick swap of mods and saves

I am lazy. I act proactively on that. So I spent a little more time on making it even easier. @echo off :check_run tasklist /FI "IMAGENAME eq factorio.exe" 2>NUL | find /I /N "factorio.exe">NUL if "%ERRORLEVEL%"=="0" goto ask2quit goto do_links :ask2quit echo ...
by HeilTec
Thu Sep 17, 2015 6:03 am
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 93022

Re: [MOD 0.12.x] Factorio Maps

Narc wrote:...
Thank you very much for the fix!
I hope for a bright future for this.

I wonder if more parts of the API can be used?
by HeilTec
Thu Sep 17, 2015 1:08 am
Forum: Mods
Topic: [MOD 0.12.x] Factorio Maps
Replies: 63
Views: 93022

Re: [MOD 0.12.x] Factorio Maps

Great work on creating this useful helper. The ability to create and share map and coordinates has been a fantastic help in multiplayer games. A slight issue with the browser history made me look for a fix. Every move or zoom that changed the URL added a new history entry. By using location.replace(...
by HeilTec
Tue Sep 15, 2015 1:46 pm
Forum: Show your Creations
Topic: Amass bob-pack - spaghetti function
Replies: 3
Views: 8564

Re: Amass bob-pack - spaghetti function

The Amass bob-collection has longer reach of underground belts in the higher tiers.
See [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
- Purple 5x speed underground has up to 25 tiles reach . ;)
by HeilTec
Sun Sep 13, 2015 1:52 pm
Forum: Show your Creations
Topic: Amass bob-pack - spaghetti function
Replies: 3
Views: 8564

Amass bob-pack - spaghetti function

We decided to give bobs mod a spin. The mod collection the Amass group uses looked interesting. We set all resources (natives included) to low frequency, big size and high richness. That was a good challenge. We had to limit production and space usage for the early game. ss (2015-09-13 at 03.30.59)....
by HeilTec
Sat Sep 12, 2015 1:02 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 172708

Re: [0.11.22/0.12.x][v0.12.3] Bob's Warfare mod

Here's a stab at having Bob's Warfare interoperate with the autofill mod to have the upgraded gun turrets also autofill in the same manner as the base gun turret. ... Very nice - I added a for loop with an ipairs - Then it works for multiplayer too. -- control.lua for Bob's Warfare to enable Autofi...

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