Search found 1449 matches

by TheSAguy
Thu Jun 25, 2020 9:12 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311554

Re: MOD [ 0.17.x/0.18.x] Bio-Industries

Created a little Bio Mall https://i.imgur.com/O6X8l6d.png 0eNqtnd1uIzcShV8l0LUVNP/Zc7e5C5A8wSIIZLljNyJLQktKNhv43VcaS3Znhk2fr3eugjjpo+Ihi8WfU6y/F/ebU7cf+u1x8envRb/ebQ+LT//+e3HoH7erzeVvx7/23eLT4o9+OJ7Of7lbbFfPlz+8/h/LHxYvd4t++9D9Z/HJvNyBL38cfWnRlz+PvnToy59GX/qXX+4W3fbYH/vutdGf/+WvX7en5/tuODfn7esLLcfV9...
by TheSAguy
Wed Feb 19, 2020 10:52 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424942

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Your damage effects are doing a small amount of damage each tick, but with tons of them: What mod is that actually coming from? I've never used NE in my game yet, but I'm collaborating on Bio Industries/Natural Evolution and should look into this. (Currently working on NE Buildings, so if it's in N...
by TheSAguy
Sat Sep 07, 2019 4:45 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311554

Re: MOD [ 0.17.x] Bio-Industries

jamiechi1 wrote:
Sat Aug 31, 2019 8:53 pm
Is it possible to add module positions to the rock crushers? When making rails for the purple science, I have trouble keeping production up.
Thanks.
Added in 0.17.32

Thanks for the feedback.
by TheSAguy
Thu Aug 08, 2019 5:23 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311554

Re: MOD [ 0.17.x] Bio-Industries

* sawdust+resin = wood (at some crappy conversion rate). Playing vanilla, i dont really have a use for resin and often end up with way too much sawdust so it would be nice to convert it to something else. I like the idea. Will implement in the next update. * a setting switch for 'vanilla railroad p...
by TheSAguy
Thu Aug 08, 2019 4:59 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424942

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Hey, I recently started a new game with Bobs Enemies and this mod, but all I am getting is "vanilla" spawners that spawn Bobs Enemies biters, but barely any NE Enemies spawners. And no, I am not talking about a few hundred spawners. I created a pollution cloud that covers a big part of my...
by TheSAguy
Fri Jul 26, 2019 10:26 pm
Forum: Modding help
Topic: [Done] Check if tile exists
Replies: 4
Views: 1669

Re: Check if tile exists

Great!!
Thanks Steinio.
by TheSAguy
Fri Jul 26, 2019 7:08 pm
Forum: Modding help
Topic: [Done] Check if tile exists
Replies: 4
Views: 1669

Re: Check if tile exists

steinio wrote:
Fri Jul 26, 2019 6:36 pm
Does https://lua-api.factorio.com/latest/Lua ... prototypes help?
Can I use that in Control.lau. I thought it's game.tile_prototypes and I can't use that.
by TheSAguy
Fri Jul 26, 2019 6:12 pm
Forum: Modding help
Topic: [Done] Check if tile exists
Replies: 4
Views: 1669

[Done] Check if tile exists

Hi, I have a table in my NE Enemies mod to change the terrain if a unit dies on it. What would be the easiest way to check if a tile exists, before changing to it. This is the table: --- Scorched Earth local replaceableTiles_alien = { -- vanilla ["grass-1"] = "vegetation-green-grass-3...
by TheSAguy
Mon Jul 15, 2019 2:26 pm
Forum: Modding help
Topic: Mod not loading with headless server
Replies: 1
Views: 992

Re: Mod not loading with headless server

Can anyone possibly confirm the issue?
I don't have Linux and can't test myself.

Thanks.
by TheSAguy
Sun Jul 14, 2019 4:03 pm
Forum: Modding help
Topic: Mod not loading with headless server
Replies: 1
Views: 992

Mod not loading with headless server

Hi, I got a report that my latest version of Bio Industries is not loading when used with headless server. Report here . The only change I made was to make the Factorio Standard Library a dependency. Does anyone know what could be causing this issue? I've never used the Headless server so not really...
by TheSAguy
Tue Jul 02, 2019 2:13 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133949

Re: [0.17] Please post bugs and balance issues here.

Bob,

Why was this change needed:
Change all recipe enabled = "false" lines to enabled = false
Thanks
by TheSAguy
Mon Jul 01, 2019 10:33 pm
Forum: Modding help
Topic: [Done] Removing Decal
Replies: 2
Views: 1090

Re: Removing Decal

Got it,
Thanks.
by TheSAguy
Mon Jul 01, 2019 9:46 pm
Forum: Modding help
Topic: [Done] Removing Decal
Replies: 2
Views: 1090

[Done] Removing Decal

Hi, I'm trying to remove decal when I change the terrain. I'm running the below, but not getting any count. Can anyone see what I'm doing wrong. --------------------------------------------- local function Remove_Decal(surface, pos) game.print("Decal Script running") local radius = 2.5 loc...
by TheSAguy
Mon Jul 01, 2019 3:55 am
Forum: General discussion
Topic: Inventory Sort
Replies: 8
Views: 3180

Re: Inventory Sort

I brought this topic up before and there is a nice Mod:
viewtopic.php?f=6&t=60950&p=367281&hilit=Sort#p367408
by TheSAguy
Fri Jun 28, 2019 10:47 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.23] Spitter Behavior
Replies: 6
Views: 4546

Re: [Oxyd] [0.17.23] Spitter Behavior

Here is a save.
Or you can download the mod and start a new game.
As Klonan said, it is modded spitters. They have a fire attack.

And I do think it's got something to do with a min range.
Thanks
by TheSAguy
Wed Jun 26, 2019 6:05 pm
Forum: General discussion
Topic: Inventory Sort
Replies: 8
Views: 3180

Inventory Sort

Is there a way to sort items in a chest?

Image

Thanks,
by TheSAguy
Wed Jun 26, 2019 4:30 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311554

Re: MOD [ 0.17.x] Bio-Industries

spasitel775 wrote:
Wed Jun 26, 2019 1:01 pm
Hello, i've found a bug when both "Bio-Industries" and "Angel's Bio Processing" turn on.

Fertilizer recipe requires "Nitrogen", but all other recipes produce "Nitrogen gas".

nitrogen-bug2.png
Thanks for the report. Should be fixed in 0.17.27 now.
by TheSAguy
Sat Jun 22, 2019 1:56 am
Forum: Modding help
Topic: [Done] on_chunk_generated - position
Replies: 4
Views: 1302

Re: on_chunk_generated - position

Thanks Mat1k.
by TheSAguy
Fri Jun 21, 2019 7:34 pm
Forum: Modding help
Topic: [Done] on_chunk_generated - position
Replies: 4
Views: 1302

[Done] on_chunk_generated - position

Hi,

How would I get the center position of a newly generated chunk?
I know the chuck has an area. the are is a boundingBox and that has a left_top and right_bottom positions.

So if a boundingBox is, {left_top = {-2, -3}, right_bottom = {5, 8}} what would the center position be?

Thanks.
by TheSAguy
Thu Jun 20, 2019 11:25 pm
Forum: Mods
Topic: [MOD 0.17.x] DUNE - The Spice must flow!
Replies: 1
Views: 2637

[MOD 0.17.x] DUNE - The Spice must flow!

https://i.imgur.com/9TnwupQ.png For all the DUNE fans. :D Production Challenge where you need to collect Spice to survive. You can get the mod HERE This is a early release, so it's probably not balanced yet! You need to collect Melange Spice to satisfy the Empire. - Deliver it to the Palace. You ca...

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