Search found 515 matches
- Sun Aug 30, 2015 12:20 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed PI - v0.2.3
- Replies: 43
- Views: 50965
Re: [MOD 0.12.x] Cursed PI - v0.0.3
i've seen all kinds of variations of this concept. personally i like the one where you click on the actual inserter to change it's orientation and you get a normal inserter of the type back when deconstructing. I also like the one where there is 4 (short, normal, medium, long) different ranges for ...
- Mon Aug 24, 2015 8:27 am
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed PI - v0.2.3
- Replies: 43
- Views: 50965
Re: [MOD 0.12.x] Cursed PI - v0.0.3
Nice mod! Can it be programmed to place on the near/far belt path? You can make a mod and modify distOut here: cursedPI_addInserter(name,baseRecipe,baseItem,baseEntity,icon,ingredients,ingMult,energy,energyMult,distIn,distOut,othersRecipe,othersItem,othersEntity) If you want add your inserter, load...
- Mon Aug 24, 2015 8:16 am
- Forum: Texture Packs
- Topic: Cursed stuff
- Replies: 14
- Views: 28691
Re: Cursed stuff
I like this, and i'll update cursed Exp only for this new graphic
- Mon Aug 24, 2015 8:13 am
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed RC - v0.1.1
- Replies: 12
- Views: 23488
Re: [0.12.x] Cursed RC - v0.0.1
--Off-topic-- Dear L0771, I spent the last hour searching the forum for a 0.12.x verison of your main mod 'Cursed Exp' but didn't find it. I came to the conclusion there is no Cursed Exp for 0.12. Although I'm pretty sure somebody must have asked the same questen I'm going to ask, I didn't find it ...
- Wed Aug 12, 2015 12:18 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Resources destroyer
- Replies: 3
- Views: 3580
Re: [Request] Resources destroyer
Its work! thanks :) Still - its not very convenient, it requires cursor to be on some resource so if shape of the pool is not regular (and it never is) it take long time to clear. I still think it is a good idea for mod. :) Maybe, i can use the same code than the new Resource Monitor Mod and remove...
- Wed Aug 12, 2015 12:15 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 171147
Re: [MOD 0.12.X] Air Filtering
Thanks youSchorty wrote:Reworked the mod-description
- Wed Aug 12, 2015 12:13 am
- Forum: Mods
- Topic: [MOD 0.12.x] Cursed UG - v1.0.0
- Replies: 22
- Views: 59092
Re: [0.12.x] Cursed UG - v1.0.0
i don't know... maybe... but it's for other mod :dhitzu wrote:I know this would require new code, but wouldn't it be better putting rails on a new underground surface with "portals" between them? What do you think?
- Mon Aug 10, 2015 3:53 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Resources destroyer
- Replies: 3
- Views: 3580
Re: [Request] Resources destroyer
put your cursor over the resource and write in console /c game.player.selected.destroy() or if you want destroy a lot of resources put your mouse in a corner and you in the other corner and write in console /c resources = game.player.surface.find_entities_filtered{area = {game.player.selected.positi...
- Mon Aug 10, 2015 3:25 pm
- Forum: Ideas and Requests For Mods
- Topic: Junk
- Replies: 19
- Views: 13038
Re: Junk
i'm sorry, i pass of this mod for now, i have a lot of mods in my list... :/
- Mon Aug 10, 2015 1:11 pm
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8771
Re: Getting Localised Names As a String
if you want only search, can make a table with ["item-name"] = Item name for every lenguage en: leng = { en = { ["iron-ore"] = "Iron ore" }, es_ES = { ["iron-ore"] = "Mena de hierro" } fr = ...} or ["Iron ore"] = "iron-ore" ... bu...
- Sat Aug 08, 2015 8:46 pm
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8771
Re: Getting Localised Names As a String
I'm pretty sure here have a item search, maybe can search for help
I'm sure, i've never could compare a localized name.
I'm sure, i've never could compare a localized name.
- Sat Aug 08, 2015 8:40 pm
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 9498
Re: Feedback appreciated about mod concept
Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room). why on_tick? first, a recipe to make this item (like iron-ore) without ingredients, with category = "your_category", this category is to craft the recipe, now...
- Sat Aug 08, 2015 8:34 pm
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 30249
Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
How I use it - I'm not an expert - it makes sense to automatically connect resources, which are near together into one patch. And vice versa: If resources are not so near, it makes sense not to connect them. Instead you can have a setting: "radius in which other resources are automatically con...
- Sat Aug 08, 2015 8:24 am
- Forum: Mods
- Topic: [Discontinued] Eco Trees (0.0.5)
- Replies: 19
- Views: 34789
Re: [0.12.x] Eco Trees
...what mod shoud I use to grow vanilla trees? The best mod I know of is Treefarm I havn't played much with it, but I believe it has everything you need. TreeFarm actually use: "tf-germling" "tf-very-small-tree" "tf-small-tree" "tf-medium-tree" "tf-matur...
- Sat Aug 08, 2015 4:31 am
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 30249
Re: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
I would love buttons next to each resource monitoring line that would tell me where exactly is that particular resource. Just to the right of the Red ( 0 ) In this particular world, for some reason the Silver is very sparse so its a bit hard to find the silver I tagged for resource monitoring. and ...
- Sat Aug 08, 2015 2:16 am
- Forum: Modding help
- Topic: Feedback appreciated about mod concept
- Replies: 14
- Views: 9498
Re: Feedback appreciated about mod concept
Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room). why on_tick? first, a recipe to make this item (like iron-ore) without ingredients, with category = "your_category", this category is to craft the recipe, now...
- Sat Aug 08, 2015 2:09 am
- Forum: Won't implement
- Topic: Better control of transport lines
- Replies: 11
- Views: 7957
Re: Better control of transport lines
+1 for this, with the actual code, splitters -one of most powerful entities- is a bit useless, only can modify the speed and... color?
Maybe with a Input_box and output_box with direction maybe a bit hard, if we can edit the tipe of entity to move, not only item-on-ground...
Maybe with a Input_box and output_box with direction maybe a bit hard, if we can edit the tipe of entity to move, not only item-on-ground...
- Fri Aug 07, 2015 9:50 pm
- Forum: Modding help
- Topic: Getting Localised Names As a String
- Replies: 26
- Views: 8771
Re: Getting Localised Names As a String
Maybe you have other way, show more code. For instance something like this for _, item in pairs(game.item_prototypes) do if string.match(game.get_localised_item_name(item.name), "assembling machine") then game.player.print(game.get_localised_item_name(item.name)) end end This code doesn't...
- Thu Aug 06, 2015 11:36 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed RC - v0.1.1
- Replies: 12
- Views: 23488
Re: [0.12.x] Cursed RC - v0.0.1
Better 20 minutes spent of my life
- Thu Aug 06, 2015 11:30 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed RC - v0.1.1
- Replies: 12
- Views: 23488
[MOD 0.13.x] Cursed RC - v0.1.1
- Cursed Rock Character - Name: Cursed RC Version: 0.1.1 Factorio-Version: 0.13.0 Description: Be a Rock! License: BY-NC-ND Release: 2016-06-29 Download-Url: Download Website: Here Source: Click Dependencies: ["base"] Category: Item Tags: rock, stone, skin Too bored of be a person? NOW YO...