Search found 196 matches
- 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: 62463
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: 139163
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: 38569
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 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 593630
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 ...
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 ...
- Wed May 18, 2016 7:40 pm
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 12998
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 ...
- Tue May 17, 2016 12:59 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 12998
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 ...
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 ...
- Tue May 17, 2016 12:57 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 593630
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
- Sun May 15, 2016 9:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
I did a brief search and couldn't find anything, if it has been answered I apologize.
I am using Angels Processing, Ores as well as Refining, using BobsMods and RSO (For the patches of resources with some infinite in them.) The big issue I am having is, A LOT of the time I don't have any ...
I am using Angels Processing, Ores as well as Refining, using BobsMods and RSO (For the patches of resources with some infinite in them.) The big issue I am having is, A LOT of the time I don't have any ...
- Tue May 10, 2016 12:52 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
Yuoki did not balance the mod around vanilla or to be a good addition to other mods, it is more like what he missed and wanted to have in the game and what he did with power generation and the other parts is pretty cool, but it has and is intended to have another feel than the base game.
For my ...
For my ...
- Tue May 10, 2016 12:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed.
But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
- Mon May 09, 2016 8:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed.
But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
- Mon May 09, 2016 8:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
I'd say they should be the same, you can replace Bob's graphic with your own for the coloring aspect of it if you want.
The point is more that I want to use the powders later on for sinter processes, so they might change to have some "cleaning" processes between the ore and the powder. But that's ...
The point is more that I want to use the powders later on for sinter processes, so they might change to have some "cleaning" processes between the ore and the powder. But that's ...
- Mon May 09, 2016 8:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 593630
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere.
Is ...
Is ...
- Sun May 08, 2016 10:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^
Yeah I noticed that in my current game too, already changed all the powders item names to be angels-powdered-blabla, so that they are individual entities. Will dig in later to the question if ...
Yeah I noticed that in my current game too, already changed all the powders item names to be angels-powdered-blabla, so that they are individual entities. Will dig in later to the question if ...
- Sun May 08, 2016 9:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 593630
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere.
- Sun May 08, 2016 8:59 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
The Floatation Cell physics box is a bit large and extends past the graphical area, I.E., cannot fit between the corners of a floatation cell like we can most buildings unless a pipe is blocking, which it is not in this case.
EDIT0: Especially 'above' it, where it seems it has a bit of walking ...
EDIT0: Especially 'above' it, where it seems it has a bit of walking ...
- Sun May 08, 2016 8:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^
- Sun May 08, 2016 7:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 178045
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Nope, sorry.
Real life is currently slowing progress on the graphics quite severely.
All good, just making sure I did not grab the git module wrong and you were using LFS for files or something. :-)
Just wanted to say that the name and description for the new science packs are enjoyable to read ...
Real life is currently slowing progress on the graphics quite severely.
All good, just making sure I did not grab the git module wrong and you were using LFS for files or something. :-)
Just wanted to say that the name and description for the new science packs are enjoyable to read ...
- Sun May 08, 2016 12:11 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
You are right, with the crusher speed. The ratio is 1 crusher to 4 floatation. The crusher should be twice as fast as the floatation at the corresponding level. So 1.5, 2, 3 for the crusher, 0.75, 1, 1.5 for the floatation.
The refinery is already pretty late game, it should be 2 leaching plants ...
- Sat May 07, 2016 10:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2213144
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
FoundABug:
Ore Crusher Mk1 Crafting Speed 1.5
Ore Crusher Mk2 Crafting Speed 3
Ore Crusher Mk3 Crafting Speed 3
And the energy cost increases with each.
The Mk1's of the Sorting and Filtration and everything else is 0.75, which is half of 1.5, so it seems the Ore Crusher Mk1 and Mk2 are a tier too ...
Ore Crusher Mk1 Crafting Speed 1.5
Ore Crusher Mk2 Crafting Speed 3
Ore Crusher Mk3 Crafting Speed 3
And the energy cost increases with each.
The Mk1's of the Sorting and Filtration and everything else is 0.75, which is half of 1.5, so it seems the Ore Crusher Mk1 and Mk2 are a tier too ...