Search found 181 matches

by sporefreak
Mon Aug 08, 2016 1:13 am
Forum: Technical Help
Topic: Way to save config.ini settings
Replies: 3
Views: 1763

Re: Way to save config.ini settings

Go to steam, Right click factorio and hit settings/options and disable cloud save for factorio Saw this somewhere on the forums i believe.
by sporefreak
Sun Aug 07, 2016 11:34 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121589

Re: [MOD 0.12.12+] Research queue 1.2.6

Way late here but this mod causes a massive lag spike when i use a command to research all techs, for the longest time i thought it was just me having almost 200 mods but after removing this mod it sucessfully used the command instantly. Tested in version 0.12 and 0.13
by sporefreak
Sat Aug 06, 2016 6:26 pm
Forum: Modding discussion
Topic: WIP crafting menu sorting mod
Replies: 0
Views: 908

WIP crafting menu sorting mod

So I have been working on a mod to sort the crafting inventory for a while now, I'm trying to make it compatible with most mods that are out there, as well as making it easy for modders to use my mod. (Using an if mod installed put into this group instead) However i need a bit of help. all i need is...
by sporefreak
Sat Aug 06, 2016 6:10 pm
Forum: Ideas and Requests For Mods
Topic: Quantum Chests(chest that shares its content through worlds)
Replies: 17
Views: 6086

Re: Quantum Chests(chest that shares its content through worlds)

I already thought about this one, but the major problem that I see is this one : as you cannot run 2 save at the same time, the solution is much more some kind of a "postmail". You put something in a mailbox in world1, you click SEND, it disappears and it will appear in a receiving chest ...
by sporefreak
Mon Aug 01, 2016 3:55 am
Forum: Ideas and Suggestions
Topic: Option to make "not enough ingredients" show item name
Replies: 0
Views: 464

Option to make "not enough ingredients" show item name

Simply put, I would love an option to make the "Not enough ingredients" error message show the item name. if I click on a Radar but I'm missing things it will say something like "Not enough ingredients to make Radar" It would also be great to be able to set it to say the name of ...
by sporefreak
Fri Jul 29, 2016 3:46 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

Ath, the current conversation was the "Lazy bastard" achievement, which involves...... Okay, I don't know the objective, but you have to get there while building less than 111 items, and with the current setup of bob's mods by itself, without other mods changing things, is currently impos...
by sporefreak
Mon Jul 18, 2016 1:15 am
Forum: Mod Packs / Libs / Special Interest
Topic: Mod overhaul modpack, 12.x
Replies: 0
Views: 4157

Mod overhaul modpack, 12.x

After looking through the forums and finding every mod I like I have created a mess of a mod pack that I'm not sure what to call. The point of this mod pack is to take all the mods I like and remove features that I don't like. (or add new ones) While a lot of things are still being edited/changed I ...
by sporefreak
Sun Jul 17, 2016 4:17 am
Forum: Mods
Topic: [Mod 0.11.x] Belt Blocker
Replies: 29
Views: 39175

Re: [Mod 0.11.x] Belt Blocker

Michael_meil@live.dk wrote:is it possible for an update on this mod?
JamesOFarrell wrote:This mod won't work anymore due to the changes in 0.12 belt physics. Sorry.
Please read the last few posts before commenting on threads. necros are very annoying.
by sporefreak
Fri Jul 15, 2016 8:03 am
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 98477

Re: [MOD 0.13.x] Bottleneck

These are not amazing or anything but you are more then welcome to use these, (IF you want that is) They are all 32X32 but if you want bigger sizes i can make some. (...IF you want that is....) http://i.imgur.com/9kk3B13.png http://i.imgur.com/TGQK2E0.png http://i.imgur.com/96K6IQ6.png I had to red...
by sporefreak
Thu Jul 14, 2016 12:03 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 78262

Re: [MOD 0.12+] Afraid of the dark - lights, lamps & vision.

I actually like the "Brighter" light, maybe a config? :P
by sporefreak
Wed Jul 13, 2016 5:14 am
Forum: Mods
Topic: DarkFold: Overhaul
Replies: 9
Views: 5060

Re: DarkFold: Overhaul

If you still need help with the custom catergories (im assuming inventory) i can help with that. i have been working on an inventory sorting mod. :P
by sporefreak
Tue Jul 12, 2016 5:34 pm
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 87
Views: 47486

Re: [MOD 0.13.x] Personal Teleporter

I have a suggestion for this mod: Instead of using a maximum distance, as proposed in the voting, could you limit teleportation to beacons in the same logistic network as the players position? That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which i...
by sporefreak
Tue Jul 12, 2016 2:38 am
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 98477

Re: [MOD 0.13.x] Bottleneck

These are not amazing or anything but you are more then welcome to use these, (IF you want that is)
They are all 32X32 but if you want bigger sizes i can make some. (...IF you want that is....)

ImageImageImage
by sporefreak
Mon Jul 11, 2016 10:42 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 98477

Re: [MOD 0.13.x] Bottleneck

Love the idea but the graphics are kinda scary
by sporefreak
Mon Jul 11, 2016 3:45 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

if bobmods and bobmods.warfare then that would be a reasonable line to check if my warfare mod is installed. Nope this didnt work either... I can move the items fine now but still having problems with your mod. my mod checks are working fine for other mods, i just tested them all but for whatever r...
by sporefreak
Mon Jul 11, 2016 12:59 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

Before download all this mods, can you say about this pack? I don't know what expect, if its overpower, or easy, or very hard... If you use all of bobs mods it will make the game a bit more complicated. adding new tiers of metals and items that require special and complicated manufacturing. but onc...
by sporefreak
Sun Jul 10, 2016 11:32 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

So after removing "if bobarmor then" everything seemed to work fine. But that begs the question as to why my mod check failed? What would be the best way to check if a mods installed? or do i just need to call it in data updates instead. also, how would i find all the things that can go in...
by sporefreak
Sun Jul 10, 2016 5:11 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

Nope that didnt do it either.
Would it matter if i called them as armor, tool, item and recipe? If yeah ill retest when i have the time.
So how would i find all the types of items to use? Such as armor tools item recipe etc etc
by sporefreak
Sat Jul 09, 2016 5:18 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153430

Re: [0.13.x] Bob's Mods: General Discussion

basically, the same as what you're doing, but also with recipe so where you have data.raw["item"]["heavy-armor-2"].subgroup = "toparmors" add data.raw["recipe"]["heavy-armor-2"].subgroup = "toparmors" Worked great for the vanilla spiltters...
by sporefreak
Sat Jul 09, 2016 3:41 pm
Forum: Mod portal Discussion
Topic: Idea- multiple authors and/or contributors
Replies: 3
Views: 1560

Re: Idea- multiple authors and/or contributors

Just put it in the description.

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