Search found 259 matches

by Thomasnotused
Fri Oct 28, 2016 12:08 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.14] Aircraft (1.1.4) New Planes!

Speadge wrote:is there any chance to prevent inserters from using the inventory when u fly over them?
If you're parked over them, I don't think so, but they shouldn't take items out of it mid-flight.
by Thomasnotused
Tue Oct 18, 2016 1:23 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

I do have one question though -- why choose the afterburner over the exoskeleton legs? The afterburner has a consumption of 350kW and a movement bonus of 0.30, and the legs have a consumption of 200kW and a movement bonus of 0.3. Plus, you get the mental image of an eight-legged flying fortress bea...
by Thomasnotused
Mon Sep 26, 2016 12:58 am
Forum: Mods
Topic: [MOD 0.15] Barbed-Wire
Replies: 5
Views: 4770

Re: [MOD 0.14] Barbed-Wire

I believe using the wall prototype for the barbed wires would allow you to have them link together, so that the graphics can link. I think it'd make this mod look a lot cooler, but it would be quite demanding from the graphics point of view.
by Thomasnotused
Tue Sep 06, 2016 12:29 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.4) New Planes!

1.1.4 released!

- Fixed equipment disappearing when aircraft were mined (Thanks Adil)
- Fixed Flying Fortress/Gunship recipe mismatch.
- Added/Modified a LOT of code commenting, mostly for organizational reasons.
by Thomasnotused
Tue Sep 06, 2016 12:16 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Oh my god, I feel so stupid right now. I was changing the category on the equipment, not the planes.
by Thomasnotused
Mon Sep 05, 2016 1:05 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something? Are you sure? The newly built planes surely work for me. There's also related issue with liftoff, when you place plane in invalid location and get item back. I've yet to fix that on...
by Thomasnotused
Sat Sep 03, 2016 11:32 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

1.1.3 released! - Added bob's mods support, some of the planes will now require bob's plates to build! (ex. Flying Fortress now requires 2,000 Invar plates to build). - Shadowless spritesheets bundled in the main mod now, will only be used by the Liftoff mod - Changed Flying Fortress recipe to requ...
by Thomasnotused
Sat Sep 03, 2016 10:02 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Adil wrote:You should change the items to have

Code: Select all

type = "item-with-entity-data"
instead of type="item", otherwise the equipment gets lost when you mine the plane.
I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something?
by Thomasnotused
Sat Sep 03, 2016 7:53 pm
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 124692

Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!

Adil wrote:You should change the items to have

Code: Select all

type = "item-with-entity-data"
instead of type="item", otherwise the equipment gets lost when you mine the plane.
Oh, I didn't even know that was a thing! Will be fixed alongside a couple other things for 1.1.4
by Thomasnotused
Fri Sep 02, 2016 11:44 pm
Forum: Modding help
Topic: Updating mods to .14
Replies: 2
Views: 1341

Re: Updating mods to .14

If they're from 0.13, you should be able to just change "factorio_version":"0.13", to "0.14", and most mods should load fine.

If they're from before 0.13, you'll have to add the line in yourself.
by Thomasnotused
Thu Sep 01, 2016 10:30 pm
Forum: General discussion
Topic: Belt of Death
Replies: 9
Views: 4332

Re: Belt of Death

JCav wrote:Personally I fail to see the humor in deliberate griefing of other players, AFK or not, and the subsequent waste of resources and time to reconstruct the items they had before death.
It's just for a little fun. Who doesn't like dickin around every now and then?
by Thomasnotused
Thu Sep 01, 2016 8:40 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320134

Re: [MOD 0.14] Orbital Ion Cannon 1.4.4

Okeanos wrote:Maybe its just me but im unable to find the targeting device in the new version?
I should be a crosshair-looking icon in the combat section, above the armor or near it.
by Thomasnotused
Wed Aug 31, 2016 3:31 pm
Forum: Mods
Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
Replies: 22
Views: 14195

Re: [0.14.1] SlowMo - Slower Stuff! 0.1.0

Kajanor wrote:Moved from 0.11 mods on request.
Wow, that's quick! Definitely not the 1-2 days advertised in the moving instructions post ;)
by Thomasnotused
Wed Aug 31, 2016 3:25 pm
Forum: Mods
Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
Replies: 22
Views: 14195

Re: [0.14.1] SlowMo - Slower Stuff! 0.1.0

Man, I forgot about this mod! I've just updated it to 0.14, even though it's been a while.
by Thomasnotused
Wed Aug 31, 2016 12:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 370713

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

Szentigrade wrote:
bobingabout wrote:Umm, Yeah, I forgot to ask if you have RSO. If you use my command, or the default if you have RSO installed, it probably will error.
who doesn't use rso?
I sometimes skip out on RSO, plz don't burn me at the stake
by Thomasnotused
Tue Aug 30, 2016 11:45 pm
Forum: Modding discussion
Topic: Is it allowed to make a mod that doesn't use the Base?
Replies: 8
Views: 2072

Re: Is it allowed to make a mod that doesn't use the Base?

Well... My idea was to replace most of the base stuff to different theme with its own tech and progression. It wouldn't depend on the Base but it would use things from the base. If you're going to use things from base, that makes it dependent on it, doesn't it? Terminology aside, it sounds like you...
by Thomasnotused
Tue Aug 30, 2016 11:42 pm
Forum: Ideas and Requests For Mods
Topic: multiplayer trading versus
Replies: 2
Views: 1864

Re: multiplayer trading versus

That sounds like a really cool scenario, if I had friends I'd raid the hell out of them!
by Thomasnotused
Tue Aug 30, 2016 11:31 pm
Forum: Modding discussion
Topic: Is it allowed to make a mod that doesn't use the Base?
Replies: 8
Views: 2072

Re: Is it allowed to make a mod that doesn't use the Base?

I'm certain it's allowed, it's more of a matter of how you plan to do that. Will you completely replace everything the game has to offer? Or just not list it as a dependency? Or some other approach I can't think of right now?
by Thomasnotused
Tue Aug 30, 2016 9:25 pm
Forum: General discussion
Topic: Come and Guess #3: Stable Version of 0.14
Replies: 14
Views: 4867

Re: Come and Guess #3: Stable Version of 0.14

0.14.25, considering they're doing multiplayer, and that's probably going to have a lot of bugs.
by Thomasnotused
Tue Aug 30, 2016 3:34 pm
Forum: Ideas and Suggestions
Topic: Minor nit: lost mining progress of partially mined items
Replies: 4
Views: 1318

Re: Minor nit: lost mining progress of partially mined items

OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent ...

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