Search found 190 matches
- Wed Dec 13, 2017 10:57 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 22969
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...
- Fri Dec 01, 2017 4:31 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 22741
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...
- Wed Nov 29, 2017 12:48 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 22741
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...
- Sun Nov 26, 2017 4:06 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 22741
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...
- 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: 38506
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...
- Fri Jan 13, 2017 8:33 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 57386
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...
- Sun Dec 04, 2016 4:17 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 8602
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...
- Sun Dec 04, 2016 4:09 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 41448
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...
- Sat Nov 26, 2016 3:06 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 21514
Re: [MOD 0.13.15+] Surfaces 0.0.7
Any word on a 0.14 version?
- Fri Oct 28, 2016 6:31 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 44514
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 ...
- Sat Jul 23, 2016 4:06 am
- Forum: Duplicates
- Topic: [0.13.10] linux build crashing to desktop when crafting
- Replies: 4
- Views: 915
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. ^.^
Today's FF148 about "the game crashed" bugs not happening anymore was a little bit premature. ^.^
- Sat Jul 23, 2016 3:51 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 32165
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...
- Sat Jul 23, 2016 2:59 am
- Forum: Duplicates
- Topic: [0.13.10] linux build crashing to desktop when crafting
- Replies: 4
- Views: 915
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...
- 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: 241206
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 ...
- 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: 45155
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.
- Sat Jul 16, 2016 6:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 93134
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)....
- Sun Jul 03, 2016 4:36 pm
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 25624
Re: Version 0.13.4
Can thus be elaborated in? In what precise situations will large blueprints be disabled?For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
- Wed May 18, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 321871
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...
- Wed May 18, 2016 7:40 pm
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 8602
Re: [MOD 0.12.29+] OverMods - Useful Utilities
It was intentional as I consider armor equipment modules more powerful than stationary buildings. electronic processing board is not a vanilla factorio item and OverMods has no dependencies except base. Great catch! Forgot he replaced the old ones instead of just changed the images and such, new ve...
- Tue May 17, 2016 12:59 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 8602
Re: [MOD 0.12.29+] OverMods - Useful Utilities
In terms of this license agreement... This is sort of the reason behind a new system i am devising for the 0.13 mod portal. More info to come, but ambiguity and disputes will be much more easy to deal with Honestly I do not care what people do with it, just if it is distributed via the same name it...