Search found 282 matches
- Fri May 05, 2017 12:44 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 385714
Re: [0.15.x] Bob's Mods: General Discussion
I can't wait to stick new uranium ammo into sniper turretz
- Wed May 03, 2017 4:00 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 385714
Re: [0.15.x] Bob's Mods: General Discussion
I simply modified Fusion Robots for Bob's mod.nagapito wrote:Almost forgot....
How about a new logistic/contruction robot MK5 that would have the same stats of a MK4 but not require recharging and would require a fusion reactor, uranium cell and the mk4 to be assembled?
- Mon May 01, 2017 11:09 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 385714
Re: [0.15.x] Bob's Mods: General Discussion
alien science pack ;p Only one tech though. bob-robotics-4
- Mon May 01, 2017 3:51 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 127733
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Since in the future I wont be able to import blueprints with Foreman I would like to ask if you know what kind of compression vanilla game uses to create strings? I use javascript to create blueprints on the fly when i need them and i cant use same strings i used for Foreman.
- Mon May 01, 2017 12:25 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 385714
Re: [0.15.x] Bob's Mods: General Discussion
New version of Bob's Modules from DropBox still screams about alien artifact and science pack. I know there were plans to bring that back so am I missing some dependancy or is it valid error? I have everything else up-to-date. Except enemies which i dont use.
- Thu Apr 27, 2017 8:03 pm
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 40426
Re: Version 0.15.3
Code: Select all
Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon
- Tue Apr 25, 2017 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: solid-fuel.png is outside of sprite size?
- Replies: 3
- Views: 1255
Re: solid-fuel.png is outside of sprite size?
I wasn't using any mods since almost none work. Since then i reinstalled the game and the problem disappeared.
EDIT: Ok apparently i managed to make one of the mods working and it had icon_size = 128 in technology prototype. When i changed it to 32 it started to work.
EDIT: Ok apparently i managed to make one of the mods working and it had icon_size = 128 in technology prototype. When i changed it to 32 it started to work.
- Tue Apr 25, 2017 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: solid-fuel.png is outside of sprite size?
- Replies: 3
- Views: 1255
- Sat Apr 22, 2017 11:13 pm
- Forum: Modding help
- Topic: Revealing map at the start of the game.
- Replies: 2
- Views: 2588
Re: Revealing map at the start of the game.
When i used this i got . When i used and changed to it started to work. Looks unelegant though -_-
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attempt to index field 'player' (a nil value)
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script.on_event(defines.events.on_player_created
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game.player
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game.players[event.player_index]
- Sat Apr 22, 2017 10:43 pm
- Forum: Modding help
- Topic: Revealing map at the start of the game.
- Replies: 2
- Views: 2588
Revealing map at the start of the game.
Over a year ago my HDD crashed and i lost all my custom mods for factorio. It made me mad and i left the game but now i want to get back and i want to recreate my custom mods. I know i had mod that revealed larger portion of the map at the start of the game. I know mods used to use similar commands ...
- Tue Jun 28, 2016 3:35 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 203197
Re: Version 0.13.0
Right i forgot that many things will require adding stuff from new patch ... Ill wait cpl of months to get back to the game then ... I cant play it wouthout mods now.
- Tue Jun 28, 2016 3:16 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 203197
Re: Version 0.13.0
Crafting machine item/fluid total craft counts are recorded per force. What does it mean exacly? Also is it possible to fix mods by just changing their required version? Other than that are there any other mod breaking stuff added in 0.13? I have shitton of mods and i dont know if its timeworthy to...
- Sun May 01, 2016 1:37 pm
- Forum: Releases
- Topic: Version 0.12.32
- Replies: 22
- Views: 21964
Re: Version 0.12.32
I have hundreds of old blueprints saved in forman and they are all screwed up. Whats worse even though they look normal before placing they are totally screwed up after I place them down .... Yet another thing that worked fine and got broken by unnecessary fixes.
- Tue Apr 26, 2016 3:58 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 338701
Re: Foreman 0.1.9 - A factory optimisation tool.
Infinite supply node only means that program wont try to calculate the production and ingredients for this note (ie. node with petrol gas). You still need to manually set how much of that infinite ingredient you produce. In your example you have 3.2 petrol / s but still 0 water / s which gives 0 sul...
- Tue Apr 26, 2016 1:16 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 338701
Re: Foreman 0.1.9 - A factory optimisation tool.
infinite supply is basically what it says : an infinite supply, with infinite throughput. There is no such concept as mining speed when you add an infinite supply. If you want to know how many drills you need, let Foreman calculate the input needed, and how many mining drills you need to achieve it...
- Sun Apr 17, 2016 10:10 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 75345
Re: [MOD 0.12.11] Dark Matter Replicators
I dont know about dytech, but it works fine with bobs mods.
- Tue Nov 03, 2015 9:42 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 418
- Views: 268401
Re: Performance optimization - post your saves
Something should be done with the trees. Usually there are many of them and if I zoom out, the framerate goes down to 10 Fps. I don't know if this is only related to hardware, because my graphics card is quite poor (radeon Hd 5400 series). If you can make a reproducible save file I can profile it. ...
- Tue Nov 03, 2015 12:55 pm
- Forum: Technical Help
- Topic: Having 2 installs?
- Replies: 7
- Views: 11982
Re: Having 2 installs?
Oh. I didnt realise that. I thought you were saying about mods in regard to .zip package.Klonan wrote:Yea if use the .exe installer they will both use the same folder, but using the .zip download, it extracts as its own standalone package, no installation required
- Tue Nov 03, 2015 2:12 am
- Forum: Technical Help
- Topic: Having 2 installs?
- Replies: 7
- Views: 11982
Re: Having 2 installs?
They dont both read from the same folder, they each use a seperate sub-directory for all game files, mods, saves etc. http://i.imgur.com/tsWqcdP.png http://i.imgur.com/ibaPzDE.png I always use the zip version, it makes managing and organizing the files easy Those are game files. Saves and mods go t...
- Tue Nov 03, 2015 1:56 am
- Forum: Technical Help
- Topic: Having 2 installs?
- Replies: 7
- Views: 11982
Re: Having 2 installs?
Considering the fact that both copies would use "\AppData\Roaming\Factorio\mods\" folder for mods it doesnt really matter, unless you install old mods both.