Search found 202 matches
- Tue May 02, 2017 3:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Allirght, so the first v0.15 compatible version is uploaded to the mod portal. It should be available via the ingame browser if you search for ScienceCostTweaker. I still need to integrate the new ingame mod config. and do proper bobsmods compatibility, but the basics are in place. What is new: New ...
- Mon May 01, 2017 7:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@nagapito: I hope to do the second pass a bit later that will properly include bobsmods resources, but for now I just want to get the basics out at least. Currently I still have to do the high-tech science pack and figure out how the ingame mod config will work with configuring the mod ingame, as op...
- Fri Apr 28, 2017 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] Tech price multiplier doesn't work with infinite research
- Replies: 6
- Views: 4674
Re: Tech price multiplier doesn't work with infinite research
For what it is worth, in the mod I am busy updating I managed to get this working for the formulas by simply wrapping the formula. if (unitCopy.count_formula ~= nil) then unitCopy.count_formula = multiplier.prefix .. unitCopy.count_formula .. multiplier.postfix end Where the prefix is something like...
- Wed Apr 26, 2017 4:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Busy working on 0.15.* update.
Got the cost adjustment code working, including configs for the new infinite research.
Still busy working on updating all of the custom recipes and intermediates for the new science packs. Hope to have it done by this weekend.
Got the cost adjustment code working, including configs for the new infinite research.
Still busy working on updating all of the custom recipes and intermediates for the new science packs. Hope to have it done by this weekend.
- Tue Apr 25, 2017 5:48 pm
- Forum: Won't fix.
- Topic: [0.15] count_formula cannot use divide
- Replies: 2
- Views: 1091
[0.15] count_formula cannot use divide
Tried using a (divide) symbol in the count_formula for an repeating research.
Throws an error upon loading the mod.
Using a instead of is accepted and works.
Not sure if fixing it is needed, but perhaps noting it in the technology file would be useful.
Code: Select all
/
Throws an error upon loading the mod.
Using a
Code: Select all
*0.1
Code: Select all
/10
Not sure if fixing it is needed, but perhaps noting it in the technology file would be useful.
- Fri Sep 23, 2016 7:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@hoho: It is as @Neemys explained. The dark blue science packs from Bobmods should be all available, given that each recipe outputs multiple intermediary products. The thing currently missing is nice graphics for all of them. You'll notice several items with a placeholder graphic with some text (&qu...
- Wed Aug 31, 2016 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] [Rseding91] Equipment Grids in Map Editor
- Replies: 4
- Views: 2062
Re: [0.14.2] Equipment Grids in Map Editor
Please post the mod. Vehicle Equipment Mod on Factorio Mods A lot of things don't currently work in the map editor GUI wise. Blueprints, deconstruction, editing blueprints, the blueprint book, equipment grids and so on. I'd like to make them all work but it's more complicated then just flipping a s...
- Wed Aug 31, 2016 9:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.2] [Rseding91] Equipment Grids in Map Editor
- Replies: 4
- Views: 2062
[0.14.2] [Rseding91] Equipment Grids in Map Editor
What where you trying to do? I had added an equipment grid to a locomotive, and was creating a test scenario to test out the new functionality. In the map editor, I opened the train's inventory. It showed the equipment grid on the right, and the item list/menu on the left. I proceeded to check that...
- Tue Aug 30, 2016 7:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Devs are fixing that game can't handle two mod versions in updater - portal can do it without problems. And game had issues only when there were no dependencies at all I think - it worked correctly in other cases basing version on factorio_version from json file. Only issue is figuring out how to v...
- Sun Aug 28, 2016 9:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I'm not sure how the mod portal handles versions for .13 and .14 both being uploaded. So I planned on waiting until .14 is stable. I'll take a look tomorrow if the mod portal handles the two versions correctly. If it does, I'll do a new version upload. EDIT: It appears the mod portal cannot support ...
- Sat Aug 20, 2016 6:46 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Funny mod Author will u update graphics for science pack 3 components? Do you mean the dark blue science packs from Bob's mods? To be honest, I'm not really an artist, and I don't know what to make them. So far all my 'graphics' is just bits and pieces of other graphics copied and pasted together. ...
- Thu Jul 07, 2016 6:22 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Ranakastrasz:
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
- Tue Jul 05, 2016 6:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Xterminator: Sorry about that. Should be fixed in the new version 0.13.1
Check the mod portal / ingame mod update to get the new version.
Check the mod portal / ingame mod update to get the new version.
- Sun Jun 12, 2016 8:16 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 59053
Re: [MOD 0.12.11+]Useful Space Industry[0.2.2](16th October)
@jorgenRe: I think I found a way to make the energy receivers not have the usual issues related with accumulators. See attached 0.2.3 test file. (@Everyone. Please note. Not an official version. Just a test case.) I turned them into steam generator entities (stole the idea & code from KS power h...
- Mon May 30, 2016 6:15 am
- Forum: Maps and Scenarios
- Topic: TheCity - Custom Scenario for 0.12.10
- Replies: 25
- Views: 30288
Re: TheCity - Custom Scenario for 0.12.10
That is freaking ingenious.skycoder wrote:i achieve this result by connecting my electicity network to the enemi's network and overload it(simply disconnect my sources of power).
As a result also, I have broken scenario by this: first i take MK-2 and then destroy powerline.
- Tue May 17, 2016 2:44 pm
- Forum: Modding discussion
- Topic: Mod changes in 0.13
- Replies: 79
- Views: 28094
Re: Mod changes in 0.13
- Added new research options: character-crafting-speed, character-mining-speed, character-running-speed, character-build-distance, character-item-drop-distance, character-reach-distance, character-resource-reach-distance, character-item-pickup-distance, character-loot-pickup-distance, character-inv...
- Tue May 10, 2016 9:29 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71492
Re: Friday Facts #137 - The release scarecrow
Currently, assembly machines stop working when they have stored 8 copper cable as an output, which means after researching enough stack size bonuses, all direct insertion using rapid inseters will suddenly stop working, which would be highly annoying for experienced players and highly confusing for...
- Sun May 08, 2016 8:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
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.
Real life is currently slowing progress on the graphics quite severely.
- Thu May 05, 2016 6:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 134061
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@OvermindDL1:
Good to hear!
I'd appreciate feedback at whatever point it is available.
Good to hear!
I'd appreciate feedback at whatever point it is available.
- Sat Apr 30, 2016 8:17 am
- Forum: Mods
- Topic: G.A.C.K.I.T
- Replies: 4
- Views: 3116
Re: G.A.C.K.I.T
@seronis:
The treefarm mod does pretty much exactly that already.
The idea here is to avoid the lua script lag that is typical of Treefarm if you attempt to grow several thousand trees at the same time. (I.e. say all around the perimeter of your base).
The treefarm mod does pretty much exactly that already.
The idea here is to avoid the lua script lag that is typical of Treefarm if you attempt to grow several thousand trees at the same time. (I.e. say all around the perimeter of your base).