Search found 841 matches

by Supercheese
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 ...
by Supercheese
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 ...
by Supercheese
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
by Supercheese
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

kinnom wrote:found a bug: the recipe for the cannon tarheting device isn't unlocked
The recipe should unlock right after you launch your first ion cannon into orbit. Did this not happen for you?
by Supercheese
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 ...
by Supercheese
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...
by Supercheese
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. :)
by Supercheese
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...
by Supercheese
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...
by Supercheese
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...
by Supercheese
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:
vaderciya wrote:Does anyone know what the "secret" could be?
6 legged battle tank.
Image ? ;)
by Supercheese
Sat Nov 07, 2015 5:19 am
Forum: Ideas and Suggestions
Topic: Energy from space
Replies: 1
Views: 4640

Re: Energy from space

by Supercheese
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. :)
by Supercheese
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.
by Supercheese
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.
by Supercheese
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

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/
Optimally you would choose an existing license such as the GNU GPL or one of the Creative Commons Licenses.
by Supercheese
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 ...
by Supercheese
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
by Supercheese
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...
by Supercheese
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

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