Search found 1636 matches
- Mon Mar 14, 2016 7:19 pm
- Forum: Modding help
- Topic: uhm...how to...add buildings/resize etc?
- Replies: 7
- Views: 3411
Re: uhm...how to...add buildings/resize etc?
So 1 tile or 1 unit for "shift" is 32 pixels, you can see the tiles ingame by pausing the game, or activating the tile overlay in the debug menu. collision_box= is the physical border of the entity e.g. the wall you are running against. If you want to allow passage between objects these ha...
- Mon Mar 14, 2016 6:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 60850
Re: [MOD 0.12.x] K&L Inserters
Ok that is a solution for all your inserter problems Nice mod and very nice in bringing it all together in a simple way. Will definitely try it.
One question: Does it include the express inserter from bobs? Or does it generate the inserters dynamically from what is there?
One question: Does it include the express inserter from bobs? Or does it generate the inserters dynamically from what is there?
- Mon Mar 14, 2016 6:13 pm
- Forum: Modding help
- Topic: uhm...how to...add buildings/resize etc?
- Replies: 7
- Views: 3411
Re: uhm...how to...add buildings/resize etc?
you can just set the "scale=x" value in the animation/picture part, but it wont look pretty for bigger values, you have to adjust the boxes to the new size then
- Sun Mar 13, 2016 11:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384048
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
@kingoftheinternet I'm glad you like it. As for the processing part, as you can see from the posts above, I'm redoing and reworking the whole thing to have a lot more progression and also reducing the extra output you get per ore mined. I want the processing to be a challenge and a decision. I hope ...
- Sun Mar 13, 2016 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Mining Robots
- Replies: 14
- Views: 6135
Re: Mining Robots
What bothers me is that even if they change it somewhat, like having an infinite resource which you have to mine up differently it will come to the same thing as it is at the moment, repetition on mass. So the only thing they achieved is pushing back the limit/time when this happens a bit. I have th...
- Sun Mar 13, 2016 4:14 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO Configs thread
- Replies: 19
- Views: 16995
Re: RSO Configs thread
Train World Example 1 aka RSO 1.0.3 style
- Sun Mar 13, 2016 4:12 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO Configs thread
- Replies: 19
- Views: 16995
Re: RSO Configs thread
Hell World Example 1
- Sun Mar 13, 2016 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Mining Robots
- Replies: 14
- Views: 6135
Re: Mining Robots
You should really try some of the infinite resource mods to get a feel for them. I have played with endless resources mod which turns all ore patches into infinite deposits and that makes it feel a bit to infinite/endless, because you have everything in abundance. That's why I did my take on it with...
- Sun Mar 13, 2016 3:04 pm
- Forum: Not a bug
- Topic: [Ubuntu 14.04 LTS]Factorio 0.12.26
- Replies: 14
- Views: 5449
Re: [Ubuntu 14.04 LTS]Factorio 0.12.26
Could it be possible that you are using a cracked version of the game? When i googled the suspicious domain in the folder name of factorio on your PC, I found out that it is a website offering cracked video games. Really don't you think it would be better buying the game or trying whether the demo ...
- Sun Mar 13, 2016 2:57 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 106536
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Could you provide a mod list and a BP string for that?
- Sun Mar 13, 2016 2:21 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 134804
Re: Friday Facts #129 - The late game
WE WANT THE SPACEPLATFORM!
- Sun Mar 13, 2016 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Mining Robots
- Replies: 14
- Views: 6135
Re: Mining Robots
As long as there are no infinite resources (ore patches working like oil patches or so) in the game which would render the outpost deconstruction obsolete, I am for Mining robots as a late game alternative for mining as long as it is balanced well. Like said elsewhere, infinite resources are alread...
- Sun Mar 13, 2016 2:43 am
- Forum: Ideas and Suggestions
- Topic: Storage Buildings to Replace Chests
- Replies: 2
- Views: 1610
Re: Storage Buildings to Replace Chests
There is a s***load of mods out there that add chests and warehouses of various sizes to the game already
- Sun Mar 13, 2016 2:40 am
- Forum: Ideas and Suggestions
- Topic: In-Game Note/Picture Taking
- Replies: 2
- Views: 1853
- Sun Mar 13, 2016 2:39 am
- Forum: Ideas and Suggestions
- Topic: Mining Robots
- Replies: 14
- Views: 6135
- Sun Mar 13, 2016 2:01 am
- Forum: Fan Art
- Topic: I love buffers
- Replies: 20
- Views: 40223
Re: I love buffers
Its only mirrored twice and fit together, but here is one with 16 lanes in and 8 out. Just for shits and giggles
- Sat Mar 12, 2016 10:59 pm
- Forum: Texture Packs
- Topic: [REQUEST] GFX for mod : Subsurface
- Replies: 34
- Views: 29873
Re: [REQUEST] GFX for mod : Subsurface
Looks neat. Reminds me of old Diablo 2 dungeons
- Sat Mar 12, 2016 10:49 pm
- Forum: General discussion
- Topic: Go home Factorio, you're drunk
- Replies: 10
- Views: 6058
Re: Go home Factorio, you're drunk
Atlantis, here we come!
- Sat Mar 12, 2016 10:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][addon] Graphic addon to Bob's mods
- Replies: 13
- Views: 7912
Re: [0.12.x][addon] Graphic addon to Bob's mods
Don't want to shame your effort, but there already is a mod which does the same thing for bob mods: https://forums.factorio.com/viewtopic.php?f=91&t=19970 I was not aware of those mods, but there is no shame. The work that qjm123 did on the animations shows a lot more effort that my simple reco...
- Sat Mar 12, 2016 7:49 pm
- Forum: Bob's mods
- Topic: [0.12.x][addon] Graphic addon to Bob's mods
- Replies: 13
- Views: 7912
Re: [0.12.x][addon] Graphic addon to Bob's mods
Don't want to shame your effort, but there already is a mod which does the same thing for bob mods:
viewtopic.php?f=91&t=19970
viewtopic.php?f=91&t=19970