Search found 7351 matches
- Mon Sep 21, 2015 12:31 am
- Forum: Implemented Suggestions
- Topic: Mod support: info.json option for conflicting mods
- Replies: 20
- Views: 15596
Re: Mod support: info.json option for conflicting mods
Items with the same name? If anything, multiple mods using an item with the same name brings compatabillity closer together. If multiple mods implemented similar items with different names, this only means that you're forced to follow a specific mod's methods to get an end result. having multiple wa...
- Sun Sep 20, 2015 3:36 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 180068
Re: Bob mods for 0.12
Do I even need to wait 2 weeks for the poll to end? Everyone has voted yes so far!
- Sun Sep 20, 2015 3:35 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287217
Re: [0.11.22/0.12.x][v0.12.7] Bob's Metals, Chemicals and Intermediates
Fixed.
v0.12.7
* Fixed a critical bug with the productivity intermediate limitations functions that prevented loading
* Deleted redundant chemical plant graphics.
v0.12.7
* Fixed a critical bug with the productivity intermediate limitations functions that prevented loading
* Deleted redundant chemical plant graphics.
- Sun Sep 20, 2015 1:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174298
Re: [0.11.22/0.12.x][v0.12.5] Bob's Warfare mod
@Bob: Are there any plans for improved tank or flame thrower ammo? There are kind of "meh" right now. I dream of reviving that flame thrower with some poison gas =) Flamethrower ammo.... is unique. The reason there isn't any research is likely due to the fact that it fires so fast it woul...
- Sun Sep 20, 2015 2:31 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 180068
Re: Bob mods for 0.12
Updated again Biggest changes worth noting is the battery update. Ag2O-Zn is Silver-Oxide Zinc battery. I named it Silver Zinc battery. it is also known commercially as Silver-Oxide battery, or just Silver battery. other than that it's just the ores/plates updates/layout changes Also plates now conf...
- Sat Sep 19, 2015 11:01 pm
- Forum: Bob's mods
- Topic: Letter of appreciation, and curiosity about the development!
- Replies: 3
- Views: 5159
Re: Letter of appreciation, and curiosity about the development!
oh, thanks, I wasn't aware it had been updated already.orzelek wrote:Side note: RSO is fixed already to recognize ores properly.
- Sat Sep 19, 2015 10:09 pm
- Forum: Bob's mods
- Topic: Letter of appreciation, and curiosity about the development!
- Replies: 3
- Views: 5159
Re: Letter of appreciation, and curiosity about the development!
Thanks for the apreciation. On a side note, I saw your name and thought of the Firengi Grand Nagus from Startrek DS9. His name was Zek. Most of the developement on my mods is currently based on bug fixing, ballancing, tidying up the code, and completing things that are unfinished. The last one being...
- Sat Sep 19, 2015 9:47 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 180068
Re: Bob mods for 0.12
Poll time again! Simple one this time. Some other mods (Namely DyTech) have a CORE mod that is required for all their other mods to function. I am thinking of doing the same, but not for arbitrary recipes and items used by many of their mods like they do. This mod would simply and purely contain fun...
- Sat Sep 19, 2015 7:18 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 174298
Re: [0.11.22/0.12.x][v0.12.4] Bob's Warfare mod
Re-read what I put, and what the guy who posted the script in the first place put. You are trying to put a runtime script inside a data setup file, that is why it isn't working. it NEEDS to go in control.lua, it will not work in any of the files that exist in my mod because they are all data setup f...
- Fri Sep 18, 2015 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.8] [kovarex] shotgun shoots in only 8 directions
- Replies: 6
- Views: 7809
Re: [0.12.8] [kovarex] shotgun shoots in only 8 directions
I know you say you fixed it, but an addition: The first shot is fired the direction the player is already facing, rather than where your cursor is.
- Thu Sep 17, 2015 11:03 pm
- Forum: Not a bug
- Topic: [0.12.8]Bigger than stack size in assembly machine
- Replies: 3
- Views: 5301
[0.12.8]Bigger than stack size in assembly machine
https://forums.factorio.com/forum/vie ... 35#p108419
2.5k of a thing that normally stacks to... 100?
I think pehaps you need to add an upper limit cap, say, max of x5 of a stack size.
2.5k of a thing that normally stacks to... 100?
I think pehaps you need to add an upper limit cap, say, max of x5 of a stack size.
- Thu Sep 17, 2015 11:01 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86231
Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
or both, the bug may exist because it's trying to load to produce within a set time, and those modules are giving it a x50 instead of something reasonable like a x2, perhaps it needs a cap adding?Boogieman14 wrote:Guess this is mostly a matter of overpowered modules rather than bug in the game
- Thu Sep 17, 2015 9:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311494
Re: [0.11.22/0.12.x][v0.12.4] Bob's Logistics mod
Hi bob, I'm a huge fan to your mods. I just noticed that smart long inserters can't connect wires to set conditions because they lack the wire placement code. I fixed it by adding the code from the vanilla smart inserter to the prototype file. circuit_wire_connection_point = { shadow = { red = {0, ...
- Thu Sep 17, 2015 9:51 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86231
Re: [0.11.22/0.12.x][v0.12.3] Bob's Assembly Machines
http://i.imgur.com/AxAPFE2.png As far as I understand, input slots of an assembly machine shouldn't be allowed to go over 2x stacksize (+inserter bonus and possibly some other small modifiers).. 2.5k units seems a bit excessive.. and while I'm typing this, solar panels has gone up to 1.7k and accus...
- Thu Sep 17, 2015 7:51 am
- Forum: Bob's mods
- Topic: Modules not working as intended
- Replies: 11
- Views: 7508
Re: Modules not working as intended
I don't think that is the reason. But I will admit that putting 6 god modules in an assembling machine is beyond the intention of the devs. I think the current way the game works is that you are basically allowed one entire bar fill per tick. if the bar fills faster than this. if you get more than o...
- Wed Sep 16, 2015 12:03 am
- Forum: Modding help
- Topic: Restrict building to resource
- Replies: 2
- Views: 1880
Restrict building to resource
Similar to how you can only place an oil drill on a cruide oil patch, is there any way you can restrict the placement of a non-drill entity, such as a furnace or assembling machine to a resource patch?
if so, explanation/example please?
if so, explanation/example please?
- Tue Sep 15, 2015 11:56 pm
- Forum: Modding help
- Topic: Stop character moving with belts
- Replies: 17
- Views: 7862
Re: Stop character moving with belts
flags = {"pushable", "placeable-off-grid", "breaths-air", "not-repairable", "not-on-map"}, I'm fairly sure it is the "pushable" entry that makes the player move by belts. not tested, try this code. (In a mod's data.lua file, or other mod d...
- Tue Sep 15, 2015 11:49 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37365
Re: Source management and Licensing for Mods
Long story short.
If there was an official tag/file designation so that the license information apeared in game, I would use it.
While there isn't, I likely won't bother.
If there was an official tag/file designation so that the license information apeared in game, I would use it.
While there isn't, I likely won't bother.
- Tue Sep 15, 2015 11:32 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 287217
Re: [0.11.22/0.12.x][v0.12.5] Bob's Metals, Chemicals and Intermediates
Small bug report - in the plates_12.5 you forgot to add a locale for silver-from-lead recipe. Fixed for next release. I was doing updates to that mod anyway so there's no real reason why I shouldn't fix it. my current main focus is working on the new ores mod functions, to make them even more usefu...
- Tue Sep 15, 2015 4:48 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 371329
Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.
Bauxite? Keep looking, it's a dirty yellow colour, it SHOULD spawn outside the starting area. Don't forget that it is random, you might just be having bad luck. I just found bauxite, but it's not conveniently located next to a coal mine, which is how I power all my base. [Through coal cracking, obv...