Search found 90 matches

by Kryzeth
Mon Aug 29, 2016 10:59 am
Forum: Mods
Topic: [MOD 0.12.x] Copper Cable Tab Fix
Replies: 12
Views: 4999

Re: [MOD 0.12.x] Copper Cable Tab Fix

Updated this to 0.14 because this bugs me too. https://www.dropbox.com/s/fdgyofgdqg3iy72/Copper_Cable_Fix_1.1.0.zip?dl=1 That is actually unnecessary as 0.13 already did this (unless they changed it again in 0.14, which I don't think they did) ...I mean, unless you want copper cable exactly where I...
by Kryzeth
Sat Aug 27, 2016 12:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Reverse Factory
Replies: 32
Views: 49160

Re: [MOD 0.12.x] Reverse Factory

I just couldn't work on this recently. ... If you had time to work on this, you can submit your modifications as a pull request on GitHub. I can also add you on GitHub to work on the project if you want. The last update was in February. I don't think that counts as "recently" by any stret...
by Kryzeth
Sun Aug 07, 2016 8:47 am
Forum: Mods
Topic: [MOD 0.12.x] Reverse Factory
Replies: 32
Views: 49160

Re: [MOD 0.12.x] Reverse Factory

Officially unofficial 0.13 mod release on the Factorio mod portal:
https://mods.factorio.com/mods/Kryzeth/reverse-factory

Updated slightly from the version I posted here before. Will be updating it there regularly if needed. Can't let this wondermod die!
by Kryzeth
Sun Aug 07, 2016 3:47 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

I guess you did something like this? if remote.interfaces["KBlueprints"] and remote.interfaces["KBlueprints"]["Always Show GUI"] then remote.call("KBlueprints", "Always Show GUI", player) end ...oh.. that's probably more efficient than what I had to...
by Kryzeth
Sat Aug 06, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

I figured out how to use the command from within another mod, thank you very much for implementing it!

Gahhh, figuring out how to check if a mod exists was the worst, especially without an entity or recipe to check if exists... but I finally got it x_X
by Kryzeth
Sat Aug 06, 2016 3:03 pm
Forum: Releases
Topic: Version 0.13.14
Replies: 33
Views: 22712

Re: Version 0.13.14

So we still need to change it to true each time we want to run a game or we get unplayable mess. Setting the config.ini to read-only causes some.. interesting, but useful results. If you edit the vsync line to true, and then make the file read-only, Factorio will rename it to config.bak.ini and the...
by Kryzeth
Thu Aug 04, 2016 9:43 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

That's the reason god gave us text files ;) That's kind of what I meant; you can keep a .txt file inside the mod package without it affecting the mod itself.. x_x It only takes once for you to update mods in game and miss a mod that you have modified the config for and now your save may or may not ...
by Kryzeth
Wed Aug 03, 2016 12:00 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

If you're that adamant about configs, I won't press the subject, but another suggestion then, would be to include a manual inside the mod itself, detailing the commands. It's kind of annoying to have to come back to the Factorio forums every time I want to start a new game, just to copy/paste the co...
by Kryzeth
Tue Aug 02, 2016 11:58 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Arn't config changes lost when mods update? You assume that I would ever update a mod without redoing the changes I made to said mod =P Config.lua files suck. They may be okay if you use a mod only in single player, but as soon as you join a server, every client would have to need the exact same co...
by Kryzeth
Tue Aug 02, 2016 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.13] Mini-Assembler Icons Too Big
Replies: 2
Views: 1032

Re: [0.13.13] Mini-Assembler Icons Too Big

Good to know, thank you!
by Kryzeth
Tue Aug 02, 2016 12:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.13] Mini-Assembler Icons Too Big
Replies: 2
Views: 1032

[0.13.13] Mini-Assembler Icons Too Big

So I noticed this (fluid icon size for 1x1 storage tank entity) issue being fixed in Factorio v0.13.12, and wondered if there could be a similar fix for 1x1 assembler entities as well. Both the power and recipe icons appear to be sized for 3x3 entities The mini-assembler mod in question is this (Ass...
by Kryzeth
Tue Aug 02, 2016 12:19 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41088

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Hello, Mr. Person! First of all, thank you for the great mod, loving the blueprint flipping feature! Anyways, I am the Kryzeth person from the mod portal who commented about using a mod that gave blueprints and bots from the start, without giving the research, so it seems you added a player command ...
by Kryzeth
Fri Jul 22, 2016 11:22 pm
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 39800

Re: Version 0.13.10

Ooooh, just noticed it states the name of the mod currently being loaded on the loading screen now :D
Was that change from a previous version that I just now noticed, or an untracked new minor change? Either way, I liiike~
by Kryzeth
Fri Jul 22, 2016 3:24 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311855

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

You only need to install your mods once and check for updates now and then, which is now easier than ever with a single click. With the new mod feature it's as easy as to click 3 times with the mouse and you have any one mod you want. ... Your argument is simply not applicable anymore. I've never u...
by Kryzeth
Wed Jul 20, 2016 2:15 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311855

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

Only for the users that like all features will it be a plus. I am one of those users! :D But yeah, you make a good argument about big mods being better to keep separated, but you forget that this mod is more of a compilation mod than others. You are right in that almost everything in this mod is do...
by Kryzeth
Sat Jul 16, 2016 9:27 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311855

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.2 - (Formally Bio-Farm)

Sometimes i cant place it, i have to "rotate" it (even if it wont rotate at real) Inserters wont work with some tiles of cokery - they dont drop or pickup items in these tiles (mostly corners I think) I had just mentioned this in a previous comment of mine, lol. Something about non-square...
by Kryzeth
Fri Jul 15, 2016 8:57 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 120647

Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Belt Sorter v0.2.0 is broken from Factorio v0.13.9
Error on startup
by Kryzeth
Fri Jul 15, 2016 7:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286380

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

Ohhh, I see. That makes sense, thank you for clarifying!
That being said, is the pump still used at all? I crafted one when I got Water Bore 1 tech and it didn't have any recipes available. Or is it supposed to be like a pumpjack, and placed on top of the water splotches?
by Kryzeth
Thu Jul 14, 2016 11:59 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286380

Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates

bobplates v0.13.2, data.lua, lines 79-82 states: if bobmods.plates.EnableGroundWater == false then bobmods.ores.water.enabled = true bobmods.ores.lithia_water.enabled = true end ..isn't this backwards? Especially considering bobconfig states: -- If set to true, this will turn on the old recipes to g...
by Kryzeth
Thu Jul 14, 2016 9:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1379754

Re: Development and Discussion

Hmm... I never thought about sideloading like that.. I always just merged outputs with a splitter, but that actually makes a lot of sense. *thinks to self* So full iron would always run, producing minimal copper, and full copper would run if the minimal was not enough.. but if there were too much ir...

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