Search found 1100 matches
- Thu Jul 21, 2016 8:36 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142315
Re: [MOD 0.13.x] Modular Armor Revamp
base-mod-wise. Got the register interface, so other mods could register equipment for this one. Also, Buffed the T2 Solar to 325. At 350, it would match Burner generator in average, which I kind want to avoid. Splitting conduit into a 1x1 and 3x3 one. 400 and 800 per tile, respectively. Should work...
- Thu Jul 14, 2016 11:54 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to turn peaceful_mode OFF after X minutes?
- Replies: 11
- Views: 3197
Re: Mod to turn peaceful_mode OFF after X minutes?
Thanks a lot! I wasn't able to decipher control.lua sufficiently to figure out what the "surprise" is (unless it's the kill_all thing which I suspect would be a necessary component of such a mod anyway, but wasn't sure about), but the rest of it looks very good! I'll be testing the mod in ...
- Wed Jul 13, 2016 3:49 pm
- Forum: Modding help
- Topic: How to: Turret Range Upgrades
- Replies: 8
- Views: 3672
Re: How to: Turret Range Upgrades
You are correct :D And mod in question is playing around with entity replacements to make the upgrades work. There are no modifiers for those attributes implemented so thats the one of ways (other is having different turret Mk versions). So even in alpha 0.13, it's still not possible to mod in Gun ...
- Tue Jul 12, 2016 1:35 am
- Forum: Ideas and Requests For Mods
- Topic: Mod to turn peaceful_mode OFF after X minutes?
- Replies: 11
- Views: 3197
Re: Mod to turn peaceful_mode OFF after X minutes?
I still need to know which file to put that script into. I'm a very inexperienced modder. So far I've only made mods to change item recipes, or made changes to other people's mods (for my personal use) to change the stats of items (e.g. range, recipe costs).
Where do scripts go, in a mod?
Where do scripts go, in a mod?
- Tue Jul 12, 2016 1:26 am
- Forum: Modding help
- Topic: How to: Turret Range Upgrades
- Replies: 8
- Views: 3672
Re: How to: Turret Range Upgrades
There is no possibility currently to create a technology modifying turret range (Among other things like armor, hp etc.). Only way for now is to add more versions of the turret with better stats. There was a mod for alpha 0.11, by ThaPear, that allowed research to improve the range of Gun Turrets. ...
- Sun Jul 10, 2016 11:41 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Torches
- Replies: 27
- Views: 32067
Re: [MOD 0.12.11+] Torches
Yeah, thanks a lot!!
- Sun Jul 10, 2016 11:41 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 39409
Re: [MOD 0.13.0+|v0.12]Recycling Machines
It might be a Creative Mode mod that I'm using, or it might be a mod like YARM or Rseding91's force fields mod. Both those two add a "tool" item. YARM's is used to select/indicate ore fields to "measure", and the force field mod adds a tool used to configure the force field-emit...
- Sun Jul 10, 2016 9:47 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 39409
Re: [MOD 0.13.0+|v0.12]Recycling Machines
I've just started testing alpha 0.13 seriously, downloaded and enabled a lot of mods (old favourites, and some new ones, including v0.13.12 of this one), and I got this error message upon starting Factorio: Error while loading recipe:prototype "dry411srev-creative-mode_item-source" (recip...
- Sun Jul 10, 2016 9:45 am
- Forum: Implemented Suggestions
- Topic: Enable mouse-over tool tip for mod-added GUI items
- Replies: 3
- Views: 1737
Re: Enable mouse-over tool tip for mod-added GUI items
How come mod makers aren't using that option, then?
- Sun Jul 10, 2016 9:08 am
- Forum: Implemented Suggestions
- Topic: Enable mouse-over tool tip for mod-added GUI items
- Replies: 3
- Views: 1737
Enable mouse-over tool tip for mod-added GUI items
I've just started testing 0.13 seriously. I downloaded a metric wubeton of mods from the portal, old favourites and a lot of new ones, and enabled all the ones I thought wouldn't clash. So now I have a bunch of new interface icons, those grey ones with symbols or text on them, that I don't know what...
- Sun Jul 10, 2016 8:38 am
- Forum: Mods
- Topic: [MOD 0.13.0+|v0.12]Recycling Machines
- Replies: 96
- Views: 39409
Re: [MOD 0.13.0+|v0.12]Recycling Machines
I've just started testing alpha 0.13 seriously, downloaded and enabled a lot of mods (old favourites, and some new ones, including v0.13.12 of this one), and I got this error message upon starting Factorio: Error while loading recipe:prototype "dry411srev-creative-mode_item-source" (recipe...
- Sun Jul 10, 2016 7:47 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Torches
- Replies: 27
- Views: 32067
Re: [MOD 0.12.11+] Torches
Yeah, it's a nice little mod to have. It may seem obscure, but I can see two fairly good use cases: 1. YouTube LP recorders who want early-game night time illumination without resorting to console or other cheats. 2. Coop MP games, where more experienced players may want to place Torches to help gui...
- Sun Jul 10, 2016 12:58 am
- Forum: General discussion
- Topic: Is there a problem with upgraded Turrets and ticks?
- Replies: 10
- Views: 4589
Is there a problem with upgraded Turrets and ticks?
This reddit post https://www.reddit.com/r/factorio/comments/4oo4lp/psa_dont_bother_with_shootinglaser_speed_upgrades/ ... says that you shouldn't upgrade your Gun Turrets and Laser Turrets to the highest tiers of RoF upgrades, because the ticks system means you won't get any benefit from it at all. ...
- Sun Jul 10, 2016 12:56 am
- Forum: Mods
- Topic: [MOD 0.16.x] Large Chests
- Replies: 73
- Views: 44321
Re: [MOD 0.12.x] Large Chests
I will update chests, but considering warehouse mod exists, I won't be adding onto it. Warehouse is honestly better. I don't even use this mod anymore. That makes me sad. I don't like how Warehouses sounds. It's about an extravaganza of slots (and one user recently reported, in the Warehouse mod th...
- Thu Jul 07, 2016 4:15 am
- Forum: Modding help
- Topic: Updating my mod to 0.13
- Replies: 1
- Views: 955
Updating my mod to 0.13
Long ago (late last year?) I made a mod for my own personal use, that changed a few recipes, to make the game balance somewhat better.
What exactly is it I have to do to update that mod to alpha 0.13?
Where can I find the grand "How to update your mod to alpha 13"-guide text?
What exactly is it I have to do to update that mod to alpha 0.13?
Where can I find the grand "How to update your mod to alpha 13"-guide text?
- Thu Jul 07, 2016 4:13 am
- Forum: Mods
- Topic: [MOD 0.16.x] Large Chests
- Replies: 73
- Views: 44321
Re: [MOD 0.12.x] Large Chests
Thanks for updating your other mods. I consider Agent Orange and Modular Armor ReVamp to be among the "core" mods that I need to have to play. But it'd be nice if you could update this mod to 0.13 as well.
- Thu Jul 07, 2016 4:13 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142315
Re: [MOD 0.13.x] Modular Armor Revamp
Thanks for updating this mod! Now all the mods I consider "core" are 0.13-ready, so I've started to plan a grand MP game starting perhaps 17 days from now. I do hope you'll also get around to updating your Larger Chests mod. That still has some interesting use cases. I've thought some more...
- Sun Jul 03, 2016 12:13 am
- Forum: Mods
- Topic: [0.11.x]Item Count 0.0.1
- Replies: 16
- Views: 34654
Re: [0.11.x]Item Count 0.0.1
Unofficial update for .0.13 - looks like it just needed changes in info.json. Not tested in multiplayer but seems to work in single-player. Thanks. Can you put it onto the mod portal? I know it's a very popular mod, and missed by many, unless someone else made another mod that gives the same functi...
- Sat Jul 02, 2016 5:47 am
- Forum: Mods
- Topic: [0.11.x]Item Count 0.0.1
- Replies: 16
- Views: 34654
Re: [0.11.x]Item Count 0.0.1
Can somebody please update this super useful mod for alpha 0,13?
- Fri Jul 01, 2016 4:39 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142315
Re: [MOD 0.12.x] Modular Armor Revamp
Oh, I just now realized that PreFusion was for the vanilla game. For some reason I was under the impression that it was for Bob's mods only. Now, It's just compatable. I just wanted viable solar power in bobs mod, so I threw a crippled version together. Precision since that was the name of the orig...