Search found 91 matches
- Thu Feb 11, 2021 8:00 pm
- Forum: Ideas and Requests For Mods
- Topic: Terraforming!
- Replies: 0
- Views: 1431
Terraforming!
I would like to see a balanced, slow and scientifically accurate mod for terraforming. Changing land over time to be ideal. Including landfill land. Thats the short version, now lemme put forth some of my ideas for such a mod with details and such! -------------- Lets imagine that you start in a des...
- Tue Feb 09, 2021 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 5489
Re: Blueprints should be available on game start.
I mean its just silly to hide features of the game away from the new players because, as stated earlier, people likely get this game after seeing gameplay of other players and may be confused as to why they don't have the same features, or they may end up quitting before they get to those features f...
- Mon Feb 08, 2021 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 5489
Re: Blueprints should be available on game start.
I haven't reinstalled, no. But I did move the steam drive from one laptop to the other when I upgraded. I also transferred most of my appdata folders to keep saves and whatnot. All my mods and such were kept.
- Mon Feb 08, 2021 1:49 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 5489
Re: Blueprints should be available on game start.
I can't access these things, and I have beaten the game in the past. So if you decided to suddenly hide them and reset any sort of progress players once had, now they aren't available unless you complete that far into the game once again. Which is a bit silly to just hide them to not confuse new pla...
- Mon Feb 08, 2021 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 5489
Blueprints should be available on game start.
Copy Paste, Blueprint Saving, Blueprint Library, all of these things should be immediately available on game start, not locked behind the requirement of research which, you seem to have hidden away further and further for some reason. Blueprints aren't for robots. They are for layouts and plans. You...
- Tue Nov 26, 2019 2:06 pm
- Forum: Reika's Mods
- Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
- Replies: 13
- Views: 8369
Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo
Here's one more thing I should add that may help in tweaking the mod later on if you decide on any sort of rebalancing, Reika. Some settings I added into my personal copy for while I play. addTechEvoThreshold("turrets", 0.01) addTechEvoThreshold("stone-walls", 0.03) addTechEvoThr...
- Thu Nov 21, 2019 6:21 pm
- Forum: Reika's Mods
- Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
- Replies: 13
- Views: 8369
Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo
So, when I looked at your mod, and was attempting to add settings to it I hit a pitfall where I have no idea how to add settings to your mod the way I did bob's greenhouse (which my settings no longer work for since 0.17 because the devs changed something somewhere that broke my damn mod with no app...
- Thu Nov 21, 2019 9:33 am
- Forum: Reika's Mods
- Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
- Replies: 13
- Views: 8369
Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo
I have some thoughts for this mod. I looked at its code a bit too and was trying to figure out how I could improve upon it but I'm not really a coder or anything so. So, what I was thinking it would be nice to have enemies evolution capped till I do certain things, and the cap reduces at certain sta...
- Mon Mar 11, 2019 3:58 pm
- Forum: Off topic
- Topic: Linus ex-jerk to learn Empathy
- Replies: 6
- Views: 6229
Re: Linus ex-jerk to learn Empathy
2.) As you point out, there's not having empathy, there's being somewhat abrasive while still giving constructive criticism, and there's just being an asshole by copiously insulting people... 4.) The unofficial Discord isn't the alpha and omega of the Factorio community. And I don't see why you wou...
- Mon Mar 11, 2019 11:19 am
- Forum: Off topic
- Topic: Linus ex-jerk to learn Empathy
- Replies: 6
- Views: 6229
Re: Linus ex-jerk to learn Empathy
Well, I don't think any of the mods are forum mods, its mostly the discord moderatos that seem to be the trolls and allowed people to harass me. I did specifically mention the discord server after all. Its a big part of how I participate in communities. I've been inactive in the last year because I ...
- Mon Mar 11, 2019 8:10 am
- Forum: Off topic
- Topic: Linus ex-jerk to learn Empathy
- Replies: 6
- Views: 6229
Linus ex-jerk to learn Empathy
https://arstechnica.com/gadgets/2018/09/linus-torvalds-apologizes-for-years-of-being-a-jerk-takes-time-off-to-learn-empathy/ I found this interesting. Many people seem to emulate this guy here, especially in the discord where they enjoy being a troll and harassing people. Maybe those people should a...
- Wed Oct 03, 2018 12:04 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344252
Re: [MOD 0.16] Orbital Ion Cannon 1.6.3
I'd like to know if there's a way to insert an ion cannon or other "orbitals" without launching a rocket. Like in my alternate starts mod, I'd like to be able to add compatibility with mods like this so people can start the game with an ion cannon or two already in orbit. Even better if I ...
- Fri Feb 16, 2018 9:54 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 73380
Re: [MOD 0.14] AAI Vehicles: Miner
I know about the notification thing, but I still prefer there cause of the separated out topics. Which is why I came here after I posted them to notify you. I myself leave my tabs open fairly often and my browser 24/7, and just refresh whenever I feel like it. It would be nice if there were notifica...
- Fri Feb 16, 2018 12:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 73380
Re: [MOD 0.14] AAI Vehicles: Miner
I prefer using the mod portal for discussions because it lets me create separate threads and monitor those rather than scrolling through 60 pages of posts on a single mod forum post. :P Not the case with this specific mod because its so far only 4 pages, but you get my point. I made several posts on...
- Mon Feb 12, 2018 8:41 pm
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 8270
Re: Bots Versus Belts - Vas's Take
You did have a short version included, but it doesn't really say anything meaningful but starts rambling about why and how you play. Frankly, I could not care less. That is also where I stopped reading. If you have an idea then get the reader interested. And do your homework first to see if it has ...
- Mon Feb 12, 2018 8:35 pm
- Forum: Modding help
- Topic: How do you check for a mod being enabled in LUA?
- Replies: 6
- Views: 4160
Re: How do you check for a mod being enabled in LUA?
That doesn't seem vague at all. In fact, it gives you all the information you need. It does assume that you know a bit about how Lua works. So yes, `if game.active_mods["timed_technology"] then ...` is the correct way to check if a mod named "timed_technology" is active. If it d...
- Mon Feb 12, 2018 5:10 pm
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 8270
Re: Bots Versus Belts - Vas's Take
An abstract?Caine wrote:For the rest: TL;DR. Add an abstract if you are going to post a wall of text.
- Mon Feb 12, 2018 4:50 am
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 8270
Re: Bots Versus Belts - Vas's Take
Well Maximus, someone asked for my input on robots versus belts, and I provided a long explanation of my input and felt that I should share it with others too instead of just a private message about the same size as the first post here.
- Mon Feb 12, 2018 1:50 am
- Forum: Balancing
- Topic: Bots Versus Belts - Vas's Take
- Replies: 15
- Views: 8270
Bots Versus Belts - Vas's Take
Today someone mentioned that he feels bots are too over powered. I wasn't around during the whole bots versus belts debacle of that one FFF, so I wanted to provide my take on things, even though its yet another topic on it. -- Mmm, now if only I was good at formatting... >.> I hear people even talk ...
- Sun Feb 11, 2018 10:56 pm
- Forum: Modding help
- Topic: How do you check for a mod being enabled in LUA?
- Replies: 6
- Views: 4160
Re: How do you check for a mod being enabled in LUA?
Bilka. I'm sorry, but this doesn't help, as I've seen these pages before. I've found the second link you gave when looking for a way to test for mods, thats how I learnt about active_mods in the first place... The page is very vague on how active_mods works, and doesn't specify anything about how it...