Search found 192 matches

by OvermindDL1
Mon Dec 25, 2017 12:25 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 135270

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

This is one of the last mods to be updated for my games, so I'm looking forward as well!
by OvermindDL1
Thu Dec 14, 2017 6:10 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 122037

Re: Feedback

Much as I love the sniper turrets, they are way overpowered. I know their DPS is less than turrets, but they make the ammo far stronger, and the ammo is still easy to get, and they are easy to spam out (especially since they use very little ammo) so taking out bases becomes a walk in the park. Hones...
by OvermindDL1
Wed Dec 13, 2017 10:57 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 30140

Re: Classes + Extra bodies

Also, I can't remember if I mentioned it before, but multiple bodies, and classes were going to be two separate mods. with how complex some of the interactions between classes and multiple bodies will be (Since if you have both installed, you can multiple body with multiple classes), it will be far...
by OvermindDL1
Fri Dec 01, 2017 4:31 pm
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 33209

Re: Friday Facts #218 - Import bpy, Export player

It turns out that the answer is game.write_file . From that, I present a whopping 21-line proof-of-concept mod Health Report . It continuously keeps a file, `script-output/health.txt` updated with your current health. That's all. I'm not saying that a non-disk-based IPC interface wouldn't be better...
by OvermindDL1
Wed Nov 29, 2017 12:48 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 33209

Re: Friday Facts #218 - Import bpy, Export player

Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community d...
by OvermindDL1
Sun Nov 26, 2017 4:06 am
Forum: News
Topic: Friday Facts #218 - Import bpy, Export player
Replies: 67
Views: 33209

Re: Friday Facts #218 - Import bpy, Export player

I use Corsair RGB keyboard/mice and Phillips surrounding lighting, so I doubt this will work with any of those... Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? This will make i...
by OvermindDL1
Sun Feb 19, 2017 11:25 pm
Forum: Mods
Topic: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
Replies: 61
Views: 46622

Re: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16

Most of the research and tech tree is the original experience of the mods in the pack and I intend to keep it that way. The main reason, to be honest, is that it's a lot of work to modify the tech tree in a good way and I simply can't afford to put that much effort into it right now. Apart from tha...
by OvermindDL1
Fri Jan 13, 2017 8:33 pm
Forum: News
Topic: Friday Facts #173 - Nuclear stuff is almost done
Replies: 192
Views: 80438

Re: Friday Facts #173 - Nuclear stuff is almost done

Where can you pull the heat out of the reactor, the images imply 8 boilers per reactor physical 'building', or when you have 2 reactor hooked up can you pull 16 boilers worth of heat out of just one building? What is the through-put of the heat pipes, just 8 boilers worth or can you connect, say, 64...
by OvermindDL1
Sun Dec 04, 2016 4:17 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 10554

Re: [MOD 0.12.29+] OverMods - Useful Utilities

Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it? The eror...
by OvermindDL1
Sun Dec 04, 2016 4:09 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 56340

Re: [MOD 0.13] EfficienSee : optimise your factory !

Bug report, no other mods, just EfficienSee (though it was on a custom map): __EfficienSee__/control.lua:2138: attempt to index field 'recipes_stat' (a nil value) The line and surrounding lines for context from __EfficienSee__/control.lua is: for _, effect in pairs(research.effects) do if effect.typ...
by OvermindDL1
Sat Nov 26, 2016 3:06 am
Forum: Mods
Topic: [MOD 0.13.15+] Surfaces 0.0.7
Replies: 57
Views: 30124

Re: [MOD 0.13.15+] Surfaces 0.0.7

Any word on a 0.14 version?
by OvermindDL1
Fri Oct 28, 2016 6:31 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 64469

Re: Friday Facts #162 - Theme Art Again

I personally like the artifacts, however I do like them being removed from science, what I would do though is definitely mirror some of what has been suggested here, such as doing something different with artifacts, such as enhancing productivity somehow (some type of refining of the atmosphere for ...
by OvermindDL1
Sat Jul 23, 2016 4:06 am
Forum: Duplicates
Topic: [0.13.10] linux build crashing to desktop when crafting
Replies: 4
Views: 1538

Re: [0.13.10] linux build crashing to desktop when crafting

Ah cool, I had not seen a 0.13.11 yet and right now the game crashes when trying to play, so, fairly broken. ^.^

Today's FF148 about "the game crashed" bugs not happening anymore was a little bit premature. ^.^
by OvermindDL1
Sat Jul 23, 2016 3:51 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 40241

Re: Version 0.13.10

Instead of a `--mod-directory` switch, have you thought about replacing the mods directory with a set of subfolders? Say, any mod in `./mods/` is loaded always, any mods in `./mods/someOtherDir` gets loaded by selecting the `someOtherDir` mod 'pack' in-game, where it then re-loads using that mod sub...
by OvermindDL1
Sat Jul 23, 2016 2:59 am
Forum: Duplicates
Topic: [0.13.10] linux build crashing to desktop when crafting
Replies: 4
Views: 1538

Re: [0.13.10] linux build crashing to desktop when crafting

Same thing, just came here to report it: 0.000 2016-07-22 20:41:13; Factorio 0.13.10 (build 23530, linux64, steam) 0.104 Operating system: Linux (Ubuntu 16.04) 0.104 Program arguments: "/mnt/storage0/SteamLibrary/steamapps/common/Factorio/bin/x64/factorio" 0.104 Read data path: /mnt/storag...
by OvermindDL1
Sat Jul 16, 2016 7:29 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 314024

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Ctrl+LeftClick seems quite natural from my testing. Although having it open when just clicking on it without any modifier keys would be best if that could be worked out decently. ^.^ Utterly awesome update you've done though! Just modded 0.13 since I finally completed that last achievement now that ...
by OvermindDL1
Sat Jul 16, 2016 6:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 52192

Re: [0.12.x][v0.12.4] Bob's Config mod

What is needed is for Factorio to give a Mod Configuration panel or so on the mods screen to allow a mod to offer configuration options or so, while also synchronizing those options from server->client.
by OvermindDL1
Sat Jul 16, 2016 6:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 112020

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

Passing thought, wonder if an event callback could unregister the original wood recipe when the synthetic is unlocked, then re-register it (maybe a tick later)....
by OvermindDL1
Sun Jul 03, 2016 4:36 pm
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 30877

Re: Version 0.13.4

For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
Can thus be elaborated in? In what precise situations will large blueprints be disabled?
by OvermindDL1
Wed May 18, 2016 7:44 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 430777

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

You can try with attached control.lua and see if it changes anything. It's modified to make collectors check 6 times slower and pick up to 6 items per check. It's mainly performance optimization (I'm using them with doubled radius also). Nope, no change, the thing still won't work. Hate to be a nag...

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