Search found 161 matches

by MadClown01
Mon Jan 15, 2018 6:17 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium

Hey I thought of a suggestion. Add an artillery version of the thermonuclear bomb, similar to atomic artillery. Also possibly a mox fuel chain. Thanks for the suggestion. I'm working on an artillery overhaul mod (mortars, light artillery, phosphorus & napalm & tactical nuclear rounds) so I'...
by MadClown01
Mon Jan 15, 2018 6:08 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium

Doggydog wrote:Is there anyway you can make it Compatible with Gotlags Nuclear Fuel?
Sure thing, I'll look into it :)
by MadClown01
Sun Jan 14, 2018 10:45 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1398091

Re: Development and Discussion

Wouldn't it be cool if some of the farm recipes absorbed pollution? Then strategic placement of farms would be a thing, managing the pollution cloud They already are, algae farms, crop farms and tree aboretums are absorbing, or at least should be, havent tested them yet. Oh cool! Had no idea, now I...
by MadClown01
Sun Jan 14, 2018 11:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1398091

Re: Development and Discussion

Wouldn't it be cool if some of the farm recipes absorbed pollution? Then strategic placement of farms would be a thing, managing the pollution cloud
by MadClown01
Sun Jan 14, 2018 6:43 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium

I'm going to check for myself, but how complex would you say the production chains are? A potential flowchart for the different chains? I'm also going to test the compatibility with PyFusion tomorrow and get back to you on that. I'm hoping this fills the void left by Uranium Power dying. Cheers. He...
by MadClown01
Sun Jan 14, 2018 3:19 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium

orzelek wrote:On an unrelated note:
Conditional require's were breaking mods in multiplayer. I'm not sure if thats still the case but it's safer not to use them.
Cheers, I'll look into it :)
by MadClown01
Sun Jan 14, 2018 1:14 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium

Kabaril wrote:There be problems
Thanks heaps dude. When I tested this myself my mod folder still had angelsrefining sitting there inactivated. Maybe that's why I didn't spot this bug. I will update asap (in a few hours)
by MadClown01
Fri Jan 12, 2018 6:40 pm
Forum: Modding help
Topic: How to make ore mod compatible with RSO & Angel's Mods?
Replies: 13
Views: 3318

Re: How to make ore mod compatible with RSO & Angel's Mods?

Yes we do need to add a resourceconfig file to RSO, it's not really too big a deal. I don't mind haha
by MadClown01
Fri Jan 12, 2018 5:09 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42616

[MOD 0.16.x] MadClown01's Nuclear Extension

Description: Brings advanced nuclear options for end-game domination and mid-game efficiency :D Details: Name: Clowns-Nuclear Latest Release: v1.0.6, February 18th 2018 Factorio Version: 0.16 Download: Here Thermonuclear bombs bring a whole new level of destruction to Factorio, and are the only wea...
by MadClown01
Thu Jan 11, 2018 8:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1398091

Re: Development and Discussion

Loving the new bio over here! :lol: Just got an evil suggestion: If you want to make garden cultivation even harder and prevent players from just rushing into it (as currently it only requires time) you could make the recipe include fertilizer? Also, paper bleaching recipes would be a great place to...
by MadClown01
Mon Jan 08, 2018 2:01 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229040

Re: Bugs & FAQ

Hiya Angel, Just a few tiny locale errors I've noticed: Every ore crushing recipe is called "XXX Ore Crushing" except for stiratite, which is just called "Stiratite Crushing." Cupric and ferrous leaching recipes are named differently, all recipes except them are called "2x X...
by MadClown01
Tue Jan 02, 2018 7:58 pm
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 7581

Re: Epic Artillery Sounds

Done :)
by MadClown01
Tue Jan 02, 2018 3:54 am
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 7581

Re: Epic Artillery Sounds

OP has been edited :D
by MadClown01
Tue Jan 02, 2018 2:51 am
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 7581

Re: Epic Artillery Sounds

Do you have perhaps a raw sound file you could share, for people who want to know what it sounds like before they download it? Edit: In a format that anyone can play, such as mp3. I'm trying right now, unfortunately the forum neither allows me to upload mp3, wav, ogg or anything else, so I'm not su...
by MadClown01
Tue Jan 02, 2018 2:41 am
Forum: Mods
Topic: Epic Artillery Sounds
Replies: 11
Views: 7581

Epic Artillery Sounds

Description:

Changes the vanilla artillery sound to a far more powerful, resonant one. Bring the thunder to Factorio! :twisted:

Details:
  • Name: Epic-Artillery-Sounds
  • Latest Release: v1.0.0, January 2nd 2018
  • Factorio Version: 0.16
  • Download: Here
Sample provided
by MadClown01
Sat Dec 30, 2017 10:09 am
Forum: Modding help
Topic: Location of Artillery Sounds?
Replies: 2
Views: 655

Re: Location of Artillery Sounds?

Hey thanks heaps! :lol:
by MadClown01
Sat Dec 30, 2017 8:59 am
Forum: Modding help
Topic: Location of Artillery Sounds?
Replies: 2
Views: 655

Location of Artillery Sounds?

Hello I am trying to modify the gunsounds for the artillery turret & wagon. I have successfully done this for hand-held weapons and other turrets by editing the attack_parameters property, which includes the gunsound. However, when I run the following code data.raw.item["artillery-turret&qu...
by MadClown01
Fri Dec 29, 2017 12:14 pm
Forum: Modding help
Topic: How to make ore mod compatible with RSO & Angel's Mods?
Replies: 13
Views: 3318

Re: How to make ore mod compatible with RSO & Angel's Mods?

orzelek wrote:For RSO you can prepare file in format as in resourceconfigs directory and I'll add it. Vanilla file has some comments describing how config for resource works.
Or talk with Angel since he's the author of RSO configs for his mod set.
Thanks man, appreciated. I'll get to it
by MadClown01
Fri Dec 29, 2017 5:02 am
Forum: Modding help
Topic: How to make ore mod compatible with RSO & Angel's Mods?
Replies: 13
Views: 3318

How to make ore mod compatible with RSO & Angel's Mods?

Hello, new mod maker here: I am currently developing an ore extension mod to be used with Angel's Refining. Essentially I'm planning on adding 6 or so relatively rare ores (with refining recipes) to throw in some variety. My question is - how can I most easily integrate my mod into Angel's Infinite ...
by MadClown01
Sat Dec 23, 2017 5:56 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1229040

Re: Bugs & FAQ

Hello, just noticing something on the new Ferric / Cupric recipes (big fan of btw, lots to play with) - is it possible the two got mixed up? Cupric powder can be separated into tin and copper - so intuitively shouldn't it be the one made from crushed bobmonium / stiratite / crotinnium, as these dire...

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