Search found 60 matches
- 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...
- 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...
- Sun Oct 25, 2020 11:11 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] Alpha MODs:LIST Ratings MENU Group Category selections
Mods that are great but abandoned and fixes are not available
- https://mods.factorio.com/mod/NauvisDay/discussion closed for comment
viewtopic.php?f=216&t=51914 - https://mods.factorio.com/mod/ModDevelo ... discussion
0.18 closed github only
- Sun Oct 25, 2020 10:58 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 24899
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
I want the EXTRA KILLS AND SciPacks Needed
- 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...
- 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 ...
- 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...
- 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
on conflicting mods super seceding each other
- 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.
- Fri May 08, 2020 8:40 am
- Forum: Ideas and Requests For Mods
- Topic: [idea/art request] looking for support with a magic mod
- Replies: 3
- Views: 1514
- 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 ...
- 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...
- 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...