Search found 60 matches

by i_i
Sun Sep 05, 2021 9:47 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 165773

Wrong Assumption ; GPU Sprites or Vectored images of the changing Sprites.

No more complexities... I want diversities... Im sick of all mods making it worst, i want evolving buildings... Im sick of placing assemblies in the nature 😁 , train tunnels, clifs that forms mountains, meh.. i dunno.. something that i can build something interesting 🤣🤣 AGREE & CORRECT your abl...
by i_i
Sat Sep 04, 2021 10:48 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 165773

i haven't read the past 13page messages; so appologies if it's already mentioned.

Leaving the 1.0 + to the care of MODers Factorio 2 Expansion PACK. Is HOPEFULLY Probably a more STABLE MOD COMPATIBILITY INTEGRATION. Applying ALL the extra bulk concepts to a FEATURES filled Concept. Something in the Lines of Kastorio, Sea Block, Caves, Factorissimo, Space & Planet type WITH th...
by i_i
Sun Oct 25, 2020 8:45 am
Forum: Questions, reviews and ratings
Topic: [0.17-1.0]  Starter MODs:Armors, Inventory & Tweaks LIST Ratings MENU Group Category selections
Replies: 5
Views: 2082

Re: [1.0] TREE Wood Economy  NatureTECH Combo Mods & Standalones to be Combined with Each Other

Here's a list of Mods that are similar to each other, my Reviews, IF not compatible with Multiplayer functions , DEAD Mods that are still usable , and the Alpha versions Buggy . Wood handling Economy: https://mods.factorio.com/mod/Bio_Industries COMBO Mod stuffs https://mods.factorio.com/mod/Arbori...
by i_i
Sun Oct 25, 2020 5:51 am
Forum: Questions, reviews and ratings
Topic: [1.0] Research LABS, Science & Technology LIST Ratings MENU Categories selection
Replies: 0
Views: 755

[1.0] Research LABS, Science & Technology LIST Ratings MENU Categories selection

Reasearch LAB Mods https://mods.factorio.com/mod/DiscoScience   will cause error in other lighting mods. 0.18 https://mods.factorio.com/mod/BigLab       https://github.com/LunaticNeko/factorio-forked-BigLab https://mods.factorio.com/mod/party-lab      Audio/sound change https://mods.factorio.com/mo...
by i_i
Sat Oct 24, 2020 9:58 am
Forum: Questions, reviews and ratings
Topic: [0.17-1.0]  Starter MODs:Armors, Inventory & Tweaks LIST Ratings MENU Group Category selections
Replies: 5
Views: 2082

[1.0] STARTING Sprites Engineers

Private Message me for cheers, thanks, comments and suggested NEW Mods made after this update. few are not worth mentioning, Still in it's Alpha that Alot of bugs that are not yet fixed. or In Compatible I like to keep this thread clean. ENGINEER SKIN _ PLAYER ICONs: https://mods.factorio.com/mod/N...
by i_i
Fri Oct 23, 2020 12:09 pm
Forum: Questions, reviews and ratings
Topic: [0.17-1.0]  Starter MODs:Armors, Inventory & Tweaks LIST Ratings MENU Group Category selections
Replies: 5
Views: 2082

[1.0]  MAP VIEW _ ZOOM-IN/OUT Camera Positioning

ReDacted or Depricated Mods   IF NOT compatible with Multiplayer functions, Older Version , DEAD Mods that are still usable ,and the Alpha versions Buggy . Screen Shot _ MAP https://mods.factorio.com/mod/mapshot   Great Description on how to use. Has Tags & Train Station & Debug Markers opt...
by i_i
Fri Oct 23, 2020 5:15 am
Forum: Ideas and Requests For Mods
Topic: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills
Replies: 6
Views: 1588

Re: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills

For labs, science packs are consumed simultaneously, so some behavior can't be done without strange workarounds (research up to say 80%, then stuck until X many enemies are killed). EXACTLY or just it will not progress until it meets the enemykills quota A much, much easier thing to do would be to ...
by i_i
Wed Sep 16, 2020 10:08 am
Forum: Ideas and Requests For Mods
Topic: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills
Replies: 6
Views: 1588

Re: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills

Does it need to be this exact mod? Other mods do this kind of thing, too. For example: https://mods.factorio.com/mod/SchallAlienLoot The Mod you are referring to is also the one I'm using. and it's Different it doesn't do Kill Count; it Drops Loot for OTHER tech advancement. Not the Current ones, l...
by i_i
Wed Sep 16, 2020 2:30 am
Forum: Ideas and Requests For Mods
Topic: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills
Replies: 6
Views: 1588

Re: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills

The added Parameters are not included. The old REPLACES the Need of Science Pack. you advance without the Research Labs.

I want the EXTRA KILLS AND SciPacks Needed
by i_i
Mon Sep 14, 2020 9:49 am
Forum: Ideas and Requests For Mods
Topic: ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills
Replies: 6
Views: 1588

ReQ:[MOD Request] [1.0] Alien Kills Required for Technology Advancement Kills

:mrgreen: :geek: :ugeek: :?: Looking for someone to update this Old Mod. https://mods.factorio.com/mod/enemytechnology/discussion/5eb520d710aeb1000c609571 That Requires you to Kill Enemies in order for Technology Progress to Advance. ALONG with the required standard Recipes or Modded recipes. It wil...
by i_i
Mon Sep 14, 2020 4:48 am
Forum: Modding discussion
Topic: [1.0.1+] Order of the Mods installed
Replies: 6
Views: 2199

Re: [0.18+] Order of the Mods installed

Yes, on either cases there could be command key that overlap during the process. and does wired effects like multiple Zooming-in/out mods. Like the BASE 1.0 Be the 1st to be installed and the rest are what follows unless there's a Patch or Server Mod pack needs to be 1st to be installed. Also other ...
by i_i
Wed May 13, 2020 1:36 am
Forum: Modding discussion
Topic: [1.0.1+] Order of the Mods installed
Replies: 6
Views: 2199

Re: Buttons Database

Conflicting Shortcut keys in mod. on conflicting mods super seceding each other Do you have a specific issue, or is this hypothetical? Generally if mods have conflicts, you can report it to the mod authors and using the dependencies system, correct the loading order BOTH; as for the Order like if i...
by i_i
Fri May 08, 2020 10:42 am
Forum: Modding discussion
Topic: [1.0.1+] Order of the Mods installed
Replies: 6
Views: 2199

Buttons Database

Conflicting Shortcut keys in mod.

on conflicting mods super seceding each other
by i_i
Fri May 08, 2020 8:51 am
Forum: Ideas and Requests For Mods
Topic: [Mod Request] [0.17 & 0.18] Enemies Affected mobility by terrain
Replies: 0
Views: 518

[Mod Request] [0.17 & 0.18] Enemies Affected mobility by terrain

they get affected by belts and shallow water (spitters can't move through shallow water) mobility greatly affected by larger unknown enemies crossing terrains. belts affects bitters(if not only a little). reduce attacks on poles.
by i_i
Fri May 08, 2020 6:48 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: A comparison of lane balancers
Replies: 12
Views: 14531

Re: A comparison of lane balancers

From reddit : snap@T235835=480x592+2677-1642.25,z2.jpg The trick is just read-hold downstream of everything < 5 on a sideloading corner. BP Code would be interesting. but if the one lane chokes the whole systems stops just because it's not mixing? you rather have priority keep sending supplies and ...
by i_i
Wed Apr 29, 2020 9:02 am
Forum: Modding discussion
Topic: [1.0.1+] Order of the Mods installed
Replies: 6
Views: 2199

[1.0.1+] Order of the Mods installed

Wondering if there's a way to edit the order the mods are installed? RE-Start Combo-Mods   MOD PACKS Terrain Game Conditions     Bundles ModPacks; Changes that are applied and used at the beginning of a game Start up Category Skins Intros; Mods that activate Before Game Starts Mods that Activate Dur...
by i_i
Wed Apr 29, 2020 7:54 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 312977

Re: MOD [ 0.17.x/0.18.x] BIG Wooden Pole

Mean i used https://mods.factorio.com/mod/Tapeline and made a diagonal post the part where it lost line connection but would reconnect when i move it ( to SouthWest/Lower left). one cell up or one cell right it would reconnect. diagonal should be the farthest it can reach, IF it was a square. not im...

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