Search found 1100 matches

by Peter34
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...
by Peter34
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 ...
by Peter34
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 ...
by Peter34
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?
by Peter34
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. ...
by Peter34
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!!
by Peter34
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...
by Peter34
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...
by Peter34
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?
by Peter34
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...
by Peter34
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...
by Peter34
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...
by Peter34
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. ...
by Peter34
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...
by Peter34
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?
by Peter34
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.
by Peter34
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...
by Peter34
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...
by Peter34
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?
by Peter34
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...

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