Search found 344 matches

by kiba
Sat Mar 26, 2016 8:16 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40349

Re: [MOD 0.12.x]MagneticFloor 0.0.4

Well, what you currently have looks already awesome, gonna try this one out :) Mod not very impressive. Edit: Just tested it. It says with everything "unknown key: ...". So there seems to be something amiss with the descriptions. What version are you using? In other news, I just learned f...
by kiba
Fri Mar 25, 2016 4:16 pm
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 37381

Re: Source management and Licensing for Mods

Pardon my ignorance but I have a few questions. For me, I just mod for fun, all this licencing crap to me is confusing and seems dumb (to me). I just like to do random stuff, I don't expect to ever get payed for it. I do it to add things into the game I feel should be in the game, or make balancing...
by kiba
Wed Mar 23, 2016 7:02 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40349

Re: [MOD 0.12.x]MagneticFloor 0.0.4

After a long hitaus, I am back working on the next release. Next release will feature an autonomous mode for the hoverboard user. With some road laying and directives, the autonomous hoverboard mode will allow users to drive to locations, automatically. The hope and end goal is an end-to-end network...
by kiba
Fri Mar 18, 2016 1:21 pm
Forum: Texture Packs
Topic: [REQUEST]MagneticFloor
Replies: 4
Views: 10704

Re: [REQUEST]MagneticFloor

i'am not sure if it fits your style, but you can try ingame ... http://johnsmith.ktec.de/factorio/mods/support/andere/copper_plate_tile.png http://johnsmith.ktec.de/factorio/mods/support/andere/copper_plate_tile_icon.png http://johnsmith.ktec.de/factorio/mods/support/andere/iron_plate_tile.png http...
by kiba
Thu Mar 03, 2016 3:56 am
Forum: Off topic
Topic: Anime
Replies: 5
Views: 4812

Re: Anime

Uh, because they think we are dumb, deaf and blind. No, not really. Graphic novels requires there to be words on it in order for it to be qualified as a book. Like comic books, which is the source material for almost like 99% of all anime. Because these books are aimed towards naive teenagers and t...
by kiba
Fri Feb 19, 2016 12:50 am
Forum: Mods
Topic: [MOD 0.12.22] Player Tunnels
Replies: 7
Views: 6826

Re: [MOD 0.12.22] Player Tunnels

There is the subsurface mod that allows you to actually walk underground and build tunnels.
by kiba
Thu Feb 18, 2016 8:02 pm
Forum: Off topic
Topic: Documentary: Birth of the Transistor
Replies: 5
Views: 7937

Re: Documentary: Birth of the Transistor

There is no possible way you could build a factory with one man, unless you have SUFFICIENTLY ADVANCED TECHNOLOGIES. Trust me, the disel locomotive, the smelter, the transport belts...they may seem to be on par with our technologies, but they're more like 100X better than our version of train track,...
by kiba
Wed Feb 17, 2016 11:37 am
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30427

Re: What are your thoughts on death in single player?

I dont think enabling singleplayer respawn is a solution at all. In the end one will probably reload his save anyway. Soo... the current system is fine? One could do interesting things with respawn if it is enabled for modding, especially if you add roleplaying mechanisms. For example, you have a c...
by kiba
Wed Feb 17, 2016 10:44 am
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30427

Re: What are your thoughts on death in single player?

I was thinking of building a "clone" mod that enables respawn.

But single player death hardcoded?
by kiba
Wed Feb 17, 2016 10:10 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132002

Re: [MOD 0.12.22] ExtraChests v0.1.1

__ExtraChests__/data-updates.lua:1629: attempt to index field 'explosive-artillery-shell' (a nil value)

Edit: I am a version behind. Updating and will report back with errors if needed.
by kiba
Tue Feb 16, 2016 9:07 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125013

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

MY FRIENDS! I had completed my project of adding a tunnel borer in which you don't have to drive. By no means it's bug free, so download AT YOUR OWN RISK. There is some 'improper' coding, like unnecessary duplication of code, but it works. :mrgreen: :mrgreen: KNOWN BUG: * Fiction modifier has zero e...
by kiba
Tue Feb 16, 2016 5:26 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125013

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

Update on my borer addition: Got the miniborer running and sipping fuel according to a formula. You could use it as a sucky weapon on the surface. :mrgreen: I know that this isn't a huge functional change from my last report, but at least, it's properly integrated code rather than just a proof of co...
by kiba
Sun Feb 14, 2016 10:26 am
Forum: Balancing
Topic: Offensive Laser Turrets are much too strong
Replies: 10
Views: 15464

Re: Offensive Laser Turrets are much too strong

With 10-20 Laser Turrets you can kill any alien base. I think this makes all other military techs kind of useless. It takes a little more time to kill bases with turrets, but it's easy and spares a lot of resources. Combat is boring anyway. Better to get it over with. The enemy has no economy, no c...
by kiba
Fri Feb 12, 2016 11:42 am
Forum: Balancing
Topic: Limit robot throughput per chest
Replies: 3
Views: 9974

Re: Limit robot throughput per chest

Bots are really power hungry things, plus, they don't perform as well at large distance.

So belts and inserters are really good for conserving energy.

The only issue in my opinion is that belt based setups just at some point can't keep up.
by kiba
Thu Feb 11, 2016 9:14 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96705

Re: [MOD 0.12.22] Satellite Uplink Station 0.1.0

qi1989223 wrote::o
NICE,but it seems some problems with 0.12.20(it seems not work :( )
12.22 is the latest version.

Also, nobody can't help you if you don't tell them the error.
by kiba
Tue Feb 09, 2016 3:28 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58802

Re: Version 0.12.22

It would be close to impossible to get a stable version with this cycle. Prison Architect did every month a new feature update, they obviously had to effectively stop bug fixing to keep the schedule. After game breaking bugs carried over six versions and over 6000 open bugs I gave up on it. Never t...
by kiba
Tue Feb 09, 2016 1:38 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125013

Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base

as to debugging, right now, when I need debugging, I just print stuff i the console, or try some code directly in the console, what would your new stuff add exactly ? as to the makefile, same question, what would it add ? A makefile would have commands to automatically package the mod and copy it t...
by kiba
Tue Feb 09, 2016 1:36 pm
Forum: Releases
Topic: Version 0.12.22
Replies: 58
Views: 58802

Re: Version 0.12.22

It would be close to impossible to get a stable version with this cycle. You mean crazy stable version. :D Anyway, I have a higher tolerance for bugs if that means more releases more often to feed my factorio addiction. Also, I want moar API! I am prideful of my ability to hack around the limitatio...
by kiba
Tue Feb 09, 2016 1:13 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40349

Re: [MOD 0.12.x]MagneticFloor 0.0.4

I spent 20 minutes writing and debugging out a shell script for building and packaging the mod.

It should work. It's also a little bit more convenient for me, as well.

Like factorio, modding is sweet when it's automated.

Download the reuploaded zip and try it out.
by kiba
Tue Feb 09, 2016 8:53 am
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40349

Re: [MOD 0.12.x]MagneticFloor 0.0.4

hey i had to unzip it to get it to work on my linux computer, it couldnt find your info.json file before that??? Yes, the mod is zipped up the wrong way. In your case the files are directly in the root of the zip, but to make it work the .zip has to contain a folder named MagneticFloor_0.0.4 with t...

Go to advanced search