Search found 841 matches
- Sun Nov 22, 2015 8:48 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320384
Re: [MOD 0.12.17] Orbital Ion Cannon
It has been brought to my attention that vanilla assembly machine 3s could not craft the ion cannon recipe because it had too many ingredients. Version 1.0.2 of the mod corrects this issue. If you have a mod that installs higher-tier assembly machines, however, you will still need to upgrade beyond ...
- Sun Nov 22, 2015 8:03 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320384
Re: [MOD 0.12.17] Orbital Ion Cannon
wait, really? I thought it would unlock with the research. Well, I figured there's really no point in building an ion cannon targeting device before you have any ion cannons to target... Holy hellthis is amazing! I am definitely doing a Mod Spotlight on this in the coming week. :D I am grabbing it ...
- Sun Nov 22, 2015 7:40 pm
- Forum: Modding help
- Topic: Is it possible to access the players score?
- Replies: 3
- Views: 4372
Re: Is it possible to access the players score?
According to this post, you can indeed read the number: https://forums.factorio.com/forum/vie ... 94#p104394
- Sun Nov 22, 2015 10:19 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320384
Re: [MOD 0.12.17] Orbital Ion Cannon
The recipe should unlock right after you launch your first ion cannon into orbit. Did this not happen for you?kinnom wrote:found a bug: the recipe for the cannon tarheting device isn't unlocked
- Fri Nov 20, 2015 8:49 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320384
Re: [MOD 0.12.11+] Orbital Ion Cannon
a few things you could do: -increase cooldown to 15 min -decrease the amount of materials needed with bob's mods -add a heatup time, so the cannon won't fire immediatly when selecting a target -might aswell change the recipies for the rocket parts with bob's mods You can easily change the cooldown ...
- Fri Nov 20, 2015 9:50 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320384
[MOD 0.18] Orbital Ion Cannon 1.8.2
Orbital Ion Cannon OrbitalIonCannon.jpg Remember these things from Command & Conquer ? I know I sure do... Yeah, it's pretty much what you expect from the title. Here, take a look at these screenshots: IonCannon1.jpg IonCannon2.jpg IonCannon3.jpg IonCannon4.jpg IonCannon5.jpg Xterminator also m...
- Sat Nov 14, 2015 8:15 pm
- Forum: Gameplay Help
- Topic: Day and Night cycle
- Replies: 6
- Views: 11444
Re: Day and Night cycle
In Factorio, it is perpetually summer and the days are a bit longer than the nights.
- Fri Nov 13, 2015 4:39 am
- Forum: Technical Help
- Topic: Gun Turret speed tech research is gone?!?! (prob'ly mod-caus
- Replies: 5
- Views: 9376
Re: Gun Turret speed tech research is gone?!?! (prob'ly mod-caus
I didn't think there was a gun turret shooting speed research in vanilla...
- Wed Nov 11, 2015 8:19 am
- Forum: Releases
- Topic: Version 0.12.16
- Replies: 18
- Views: 38562
Re: Version 0.12.16
Why would you want this? I mean maybe there is something I don't see but you could always restart the game. Because it would be fun to watch? Same reason I made a "H2SO4" potion you can drink but it kills you. :p "Little Johnny took a drink, but he will drink no more. For what he tho...
- Mon Nov 09, 2015 8:22 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174196
Re: [0.11.22/0.12.x][v0.12.8] Bob's Warfare mod
Hello! These are really great mods! I do, however, have a bug report and a suggested fix: When wearing the new armors defined by the Warfare mod, the player sprites revert back to the poor old armorless default. This is because this mod hasn't taught the game its new armors should also affect the pl...
- Sun Nov 08, 2015 8:29 am
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 64225
Re: Friday Facts #111 - Long term plans
?-root wrote:6 legged battle tank.vaderciya wrote:Does anyone know what the "secret" could be?
- Sat Nov 07, 2015 5:19 am
- Forum: Ideas and Suggestions
- Topic: Energy from space
- Replies: 1
- Views: 4640
Re: Energy from space
There are two essentially identical mods that do exactly that:
https://forums.factorio.com/forum/vie ... 93&t=17307
https://forums.factorio.com/forum/vie ... 93&t=14701
https://forums.factorio.com/forum/vie ... 93&t=17307
https://forums.factorio.com/forum/vie ... 93&t=14701
- Tue Oct 27, 2015 11:35 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109457
Re: MOD [0.12.11+] Misanthrope 0.0.3 -- Better Biter Mechanics
Well, autonomous mobile attack platforms sure sound like an awesome mod on its own, irrespective of the increased biter difficulty of this mod.
- Tue Oct 27, 2015 6:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 118974
Re: [MOD 0.12.X] Squeak Through
Wow, awesome! I'm glad you liked the initial idea, and your implementation is certainly much more flexible. I'll package an update as soon as I can.
- Thu Oct 22, 2015 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Flying biters?
- Replies: 3
- Views: 7211
Re: Flying biters?
I don't understand why the regular gun & laser turrets wouldn't be able to shoot flying biters. It's not like they'd be flying at 30,000 feet off the ground, surely they'd be just a couple hundred feet at absolute most, and likely rather lower.
- Wed Oct 21, 2015 1:21 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37316
Re: Source management and Licensing for Mods
Optimally you would choose an existing license such as the GNU GPL or one of the Creative Commons Licenses.TechedZombie wrote:So.... In regards to licensing is there any format we need to follow or just clearly state what how our work is to be used/distributed/
- Fri Oct 16, 2015 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Defense against spitters
- Replies: 9
- Views: 31085
Re: Defense against spitters
Yeah using transport belts is a common solution to this problem. As the spitters step on the belts, they begin to move, and when they try to spit, the belt pushes them out of range, forcing them to move again before they can get their acid off. The lasers then kill them before they have a chance to ...
- Thu Oct 01, 2015 9:23 pm
- Forum: Ideas and Suggestions
- Topic: About pipes
- Replies: 9
- Views: 17131
Re: About pipes
I was indeed annoyed at not being able to climb over pipes (or walk through rows of other buildings) and so I made a mod to allow you to walk through them (and through other stuff): https://forums.factorio.com/forum/vie ... 91&t=16476
- Sat Sep 26, 2015 7:14 am
- Forum: Duplicates
- Topic: [0.12.8] Misspelling "terciary" present in game code
- Replies: 0
- Views: 3824
[0.12.8] Misspelling "terciary" present in game code
In the specs for Prototype/Entity/energy_source/usage_priority, one of the options is "terciary", which is a misspelling of " tertiary " (accumulators and modular armor batteries have this set as their usage priority). This is a very minor spelling issue, but it bugs me each time...
- Thu Sep 24, 2015 4:50 am
- Forum: Mods
- Topic: [MOD 0.12.x] Bergius Process
- Replies: 50
- Views: 63409
Re: [MOD 0.12.x] Bergius Process
If it's helpful, there is a nice public domain image of H2 using white blobs here: https://commons.wikimedia.org/wiki/File ... 3D-vdW.png