Search found 1449 matches
- Thu Jun 25, 2020 9:12 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319518
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...
- Wed Feb 19, 2020 10:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 435010
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...
- Sat Sep 07, 2019 4:45 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319518
- Thu Aug 08, 2019 5:23 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319518
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...
- Thu Aug 08, 2019 4:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 435010
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...
- Fri Jul 26, 2019 10:26 pm
- Forum: Modding help
- Topic: [Done] Check if tile exists
- Replies: 4
- Views: 1723
Re: Check if tile exists
Great!!
Thanks Steinio.
Thanks Steinio.
- Fri Jul 26, 2019 7:08 pm
- Forum: Modding help
- Topic: [Done] Check if tile exists
- Replies: 4
- Views: 1723
Re: Check if tile exists
Can I use that in Control.lau. I thought it's game.tile_prototypes and I can't use that.steinio wrote: ↑Fri Jul 26, 2019 6:36 pmDoes https://lua-api.factorio.com/latest/Lua ... prototypes help?
- Fri Jul 26, 2019 6:12 pm
- Forum: Modding help
- Topic: [Done] Check if tile exists
- Replies: 4
- Views: 1723
[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...
- Mon Jul 15, 2019 2:26 pm
- Forum: Modding help
- Topic: Mod not loading with headless server
- Replies: 1
- Views: 1024
Re: Mod not loading with headless server
Can anyone possibly confirm the issue?
I don't have Linux and can't test myself.
Thanks.
I don't have Linux and can't test myself.
Thanks.
- Sun Jul 14, 2019 4:03 pm
- Forum: Modding help
- Topic: Mod not loading with headless server
- Replies: 1
- Views: 1024
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...
- Tue Jul 02, 2019 2:13 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 139060
Re: [0.17] Please post bugs and balance issues here.
Bob,
Why was this change needed:
Why was this change needed:
ThanksChange all recipe enabled = "false" lines to enabled = false
- Mon Jul 01, 2019 10:33 pm
- Forum: Modding help
- Topic: [Done] Removing Decal
- Replies: 2
- Views: 1153
Re: Removing Decal
Got it,
Thanks.
Thanks.
- Mon Jul 01, 2019 9:46 pm
- Forum: Modding help
- Topic: [Done] Removing Decal
- Replies: 2
- Views: 1153
[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...
- Mon Jul 01, 2019 3:55 am
- Forum: General discussion
- Topic: Inventory Sort
- Replies: 8
- Views: 3319
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
viewtopic.php?f=6&t=60950&p=367281&hilit=Sort#p367408
- Fri Jun 28, 2019 10:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.23] Spitter Behavior
- Replies: 6
- Views: 4681
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
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
- Wed Jun 26, 2019 6:05 pm
- Forum: General discussion
- Topic: Inventory Sort
- Replies: 8
- Views: 3319
Inventory Sort
Is there a way to sort items in a chest?
Thanks,
Thanks,
- Wed Jun 26, 2019 4:30 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 319518
Re: MOD [ 0.17.x] Bio-Industries
Thanks for the report. Should be fixed in 0.17.27 now.spasitel775 wrote: ↑Wed Jun 26, 2019 1:01 pmHello, 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
- Sat Jun 22, 2019 1:56 am
- Forum: Modding help
- Topic: [Done] on_chunk_generated - position
- Replies: 4
- Views: 1346
Re: on_chunk_generated - position
Thanks Mat1k.
- Fri Jun 21, 2019 7:34 pm
- Forum: Modding help
- Topic: [Done] on_chunk_generated - position
- Replies: 4
- Views: 1346
[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.
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.
- Thu Jun 20, 2019 11:25 pm
- Forum: Mods
- Topic: [MOD 0.17.x] DUNE - The Spice must flow!
- Replies: 1
- Views: 2820
[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...