Search found 59 matches
- Sat Oct 27, 2018 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Individual (vehicle) weapon cooldown
- Replies: 0
- Views: 1121
Individual (vehicle) weapon cooldown
It would be nice to have a option were on vehicle weapons I can "chain" it together that it indicates that they are of same type and are sharing the same cooldown. This issue is more profound if one of the vehicle weapons has a long cooldown such as 8 seconds that leaves the player undefen...
- Sat Oct 27, 2018 4:08 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 239967
Re: Friday Facts #266 - Cleanup of mechanics
In my opinion to me it sounds like it the developers just haven't spend enough thought on it how those mechanics could be refined and/or exploited so that it is actually useful and in turn explain the new player how they are used in this context. Yes of course those mining hardness is pretty much us...
- Thu Apr 21, 2016 7:29 pm
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 45856
Re: Feedback
NOD was warning me about ads produced by adfly. Some of them seemed to link stuff considered dangerous. As for the mod itself - currently it doesn't try to follow basic mod thread format Well he is using mega now for uploads, and for the 2nd part I am just assuming he doesn't know English very well...
- Thu Apr 21, 2016 3:05 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101800
Re: [MOD 0.12.X] Mining Tools 1.0.3
It would mean duplicate all the existing 1x1 dynamite to 2x2 and 3x3... No I meant that those 2x2/3x3 dynamite types would be like those Water Injector not as in having a duplicate of those dynamite types with increased range. So 1 2x2/3x3 dynamite would spawn some coal, iron, copper etc... There i...
- Thu Apr 21, 2016 2:17 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101800
Re: [MOD 0.12.X] Mining Tools 1.0.3
I'll work on the recipe updates. Then release the version. PS: by the way, the "reactor" mod does not seem really finished... :-) Alright, thanks for adding these. And yes the reactor mod is a bit unstable. But since the recipe/item won't be available at all when the mod is not present (a...
- Thu Apr 21, 2016 1:06 pm
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 45856
Re: Feedback
This one seems to be a bit unstable - no proper 0.12.29 update. Well that's why I'm helping him a bit by means of bug reports so that his mod is a bit more stable, since he got some interesting (in my opinion) stuff there. Also links to it make my NOD warn me about potentially not welcome content. ...
- Thu Apr 21, 2016 12:43 pm
- Forum: Mods
- Topic: [Mod 0.14]Mod Reactor 1.0.0
- Replies: 21
- Views: 28038
Re: [Mod 0.12]Mod Reactor 0.0.28
You totally fucked up the lava boiler. Here is how it should look like: http://pastebin.com/bHhSrR3P There is also a error when placing the lava pump above the lava boiler Error while running the event handler: __reactor__/control.lua:417: attempt to index global 'resultLiq4' (a nil value) Have also...
- Thu Apr 21, 2016 4:40 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101800
Re: [MOD 0.12.X] Mining Tools 1.0.3
Guest_4544 , can you test this extended version of the mod with your 3 nuclear mods, and tell me if everything is ok for you before I publish it as a stable version ? MiningTools_1.0.7.zip It integrates ores and gas, with dynamites and injection. The newly added dynamite ore works as intended, I ha...
- Thu Apr 21, 2016 4:13 am
- Forum: Ideas and Suggestions
- Topic: Research a Technology again/Auto Recipe update
- Replies: 3
- Views: 2331
Research a Technology again/Auto Recipe update
Well currently when a mod adds additional recipe which is dependent on a Technology and if the player has the Technology has already researched, he cannot get it at all. So I would like to suggest to add a button to let the player at least research the technology again to unlock those newly added re...
- Wed Apr 20, 2016 8:56 pm
- Forum: Mods
- Topic: [Mod 0.14]Mod Reactor 1.0.0
- Replies: 21
- Views: 28038
Re: [Mod 0.12]Mod Reactor 0.0.27
Ver Reactor 0.0.27 fixed Ore Mane Mk1 + Mk2 Great, this fix worked. The Chemical Injection Chamber is missing from "Ore Washang" (Ore Washing) Technology. Which causes the Copper_Shard , Iron_Shard unobtainable due to missing structure. Workaround fix (ingame): /c for i , force in pairs(g...
- Wed Apr 20, 2016 8:48 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575385
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Isn't that dependent on bobs mod or did you changed that now so it can work with vanilla stuff only?Arch666Angel wrote:You can get alien artifacts from the bio processing chain in angelsprocessing
- Wed Apr 20, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101800
Re: [MOD 0.12.X] Mining Tools 1.0.3
For a new ore, please give me the name of the mod that integrates this other ore and I'll see what I can do. I have to integrate it in the code, but also design an icon for the recipe. I could make my code more modular to easily integrate custom ore. Here you go: Nucular: https://forums.factorio.co...
- Wed Apr 20, 2016 4:52 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575385
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
http://i.imgur.com/TwZxTGc.png Water treatment plant, but needs some more ideas for recipes and integration. Nice model, hmm perhaps it could be used to make some sort of distilled/cleaner/purified water types for flotation cell, that or getting rid of dirty waters. Maybe change the "Block&quo...
- Wed Apr 20, 2016 4:38 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101800
Re: [MOD 0.12.X] Mining Tools 1.0.3
here is v1.0.3 : prevents the player to exploit twice the same zone with the Water Injector. Note that it won't take into account the mining fields you already created with v1.0.2... Is there some kind of a timeout for this or is it indefinite? Besides that I like this mod, also what is needed to m...
- Tue Apr 19, 2016 8:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575385
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Shouldn't that be in the migration file then? :P For the migrations there are 2 files types, JSON and LUA, the LUA one is for some script related stuff while the JSON one is meant for entitys, items etc... Which is mainly used for renaming old entity into a new entity See here: https://wiki.factori...
- Tue Apr 19, 2016 8:22 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575385
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
What should this script do? It renames the item to a different one, essentially keeping the old item so users/players who updated this mod doesn't lose anything. The gfx for the ore processing plant is temporary now that I know how to make them myself from the ground up. The current gfx is just a c...
- Tue Apr 19, 2016 7:51 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 46345
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Basically if you delete control.lua from any mod, it removes changes to the original game. Usually it won't bug the game and you can still play normally, but the entities from the mod using control.lua will not work correctly. For example, the wind turbines mod: If you delete control.lua, the turbi...
- Tue Apr 19, 2016 7:44 pm
- Forum: Resource Spawner Overhaul
- Topic: Feedback
- Replies: 107
- Views: 45856
- Tue Apr 19, 2016 7:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575385
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Hey angle you could add this for the processing mod. YYYY-MM-DD_angelsprocessing_version.json or 2016-04-19_angelsprocessing_1.4.json { "item": [ ["processed-iron-ore", "iron-processed"], ["processed-copper-ore", "copper-processed"] ] } Is the Ore Pr...
- Tue Apr 19, 2016 6:31 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 46345
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
What a shame, I hoped there would be a option to get only the new stuff without the vanilla changes.bloc97 wrote: The planned features of this mod will eventually be focused on modifying vanilla aspects, and would break your save if you removed this mod without preparations