Search found 193 matches
- Sun Oct 08, 2017 4:37 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536218
Re: [MOD 0.14] AAI Programmable Vehicles
Mod author & folks: How suitable would this mod be for implementing cargo ships? Would it be better/easier to use its own control logic & stuff?
- Sat Sep 09, 2017 5:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod Request/Idea: Ocean Ships
- Replies: 8
- Views: 2391
Mod Request/Idea: Ocean Ships
What about using AAI's programmable vehicles framework & what-not to make automated ships? I would loooooooooove to play an ocean game where you had to use cargo ships (freighters & tankers) to ship stuff across oceans ^_^. Or, even use a variety of railroad? Like, a "shipping lane"...
- Sat Sep 09, 2017 5:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request/idea: True Oceans
- Replies: 0
- Views: 549
Mod request/idea: True Oceans
Hi all!
Could someone (pretty please ) make a mod that changes the map generation so that it makes true continents, oceans, islands, archipelagos, oceans, etc?
Could someone (pretty please ) make a mod that changes the map generation so that it makes true continents, oceans, islands, archipelagos, oceans, etc?
- Sun May 21, 2017 5:26 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40509
Re: [MOD 0.14.x] Water maze
@aaargha It's a good hack since it works :) I might add it to RSO if there are more people interested in out of the box compatibilty. @swni Chunk generation gets a bit more complex because it's async. Steps I planned were: 1. Generate the ore patch and store it's layout (quite a big table sadly but...
- Sun May 21, 2017 5:20 pm
- Forum: Ideas and Requests For Mods
- Topic: True oceans mod?
- Replies: 3
- Views: 1357
Re: True oceans mod?
Thanks m8!
- Tue May 16, 2017 10:03 pm
- Forum: Ideas and Requests For Mods
- Topic: True oceans mod?
- Replies: 3
- Views: 1357
Re: True oceans mod?
Anyone? :/
- Sat May 13, 2017 4:20 pm
- Forum: Ideas and Requests For Mods
- Topic: True oceans mod?
- Replies: 3
- Views: 1357
True oceans mod?
Is it possible to mod the terrain/world generation engine so that it produces true continents, Islands, & Oceans? I've got an idea for a ships mod, but if the maps is just giant lakes, is it really worth it?
- Tue May 09, 2017 12:46 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/REQUEST] Terrain generation changes
- Replies: 1
- Views: 656
Re: [IDEA/REQUEST] Terrain generation changes
Rats. I always post things on Sunday evening .
- Sun May 07, 2017 11:25 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/REQUEST] Terrain generation changes
- Replies: 1
- Views: 656
[IDEA/REQUEST] Terrain generation changes
Is it possible to change how the map/land itself is generated? I'm curious if it'd be possible to write a mod that allows players to set up true oceans, continents, & islands.
- Sun May 07, 2017 5:39 pm
- Forum: General discussion
- Topic: I'm a dingus
- Replies: 3
- Views: 1726
Re: I'm a dingus
If you mean left and right clicking entities to remove or add them, yeah that's been around for sometime. If you mean removing all entites by click their summary at the top, no that's new since 0.15. If you mean adding entirely new entites after the blueprint has been created... wtf? That's possibl...
- Sat May 06, 2017 6:26 pm
- Forum: General discussion
- Topic: I'm a dingus
- Replies: 3
- Views: 1726
I'm a dingus
I've played >700 hours in Factorio.
And just discovered yesterday that I can add new entities in the "edit blueprint" mode.
>_<
And just discovered yesterday that I can add new entities in the "edit blueprint" mode.
>_<
- Wed Apr 26, 2017 1:52 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 341410
Re: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
07
Thank you, m8, for this great mod.
Thank you, m8, for this great mod.
- Wed Apr 26, 2017 1:49 am
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 141922
Re: Version 0.15.0
Did the belt optimizations and multi-thread improvements make it into .15?
- Sun Apr 23, 2017 10:23 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 318995
Re: [MOD 0.13.17+] Rampant - 0.14.13
I do have a small question about the biter behaviors: So, periodically, some of the aliens will zoom at incredibly fast speeds towards their destination. This has lead to a few.... interesting.... experiences . Is this something that's intended? Is it other mods interacting with Rampant?
- Sun Apr 23, 2017 7:28 pm
- Forum: Modding help
- Topic: Gif to sprite sheet?
- Replies: 4
- Views: 1678
Re: Gif to sprite sheet?
I do it by hand. I also use an obscure old piece of software called Paint shop pro, so, if I described exactly, features I use might not exist in your program. Basically... I find out what the minimum size the sprite needs to be so the entire thing fits in an un-moving rectangle, then that's my siz...
- Sat Apr 22, 2017 9:10 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 313498
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hey Bob, I've got a question regarding upgrading inserters. I've got tons of the various inserter configurations, and I want to upgrade my fast inserters to express inserters. Is there an easy way to upgrade them in a way that keeps their pick-up/drop-off points? Use upgrade planner mod and SHIFT-D...
- Sat Apr 22, 2017 9:09 pm
- Forum: Modding help
- Topic: icon not displaying?
- Replies: 9
- Views: 2695
Re: icon not displaying?
Awesome, thanks Angel!Arch666Angel wrote:item/entity icons 32x32
group icons 64x64
tech icons 128x128 (or smaller if you set the matching value to icon_size)
- Sat Apr 22, 2017 12:04 am
- Forum: Modding help
- Topic: icon not displaying?
- Replies: 9
- Views: 2695
Re: icon not displaying?
So, icons themselves are 32x32 pixels. What about for group icons? Are those also 32x32?
- Thu Apr 20, 2017 10:27 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 313498
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hey Bob, I've got a question regarding upgrading inserters. I've got tons of the various inserter configurations, and I want to upgrade my fast inserters to express inserters. Is there an easy way to upgrade them in a way that keeps their pick-up/drop-off points?
- Mon Apr 17, 2017 10:26 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 57176
Re: [MOD 0.12.26] Laser Beam Turret
Is it based on the damage upgrade research, or the turret tier? I'm using Bob's & the beam color didn't change when I upgraded the damage, but it has changed for each tier of turrets.Bizobinator wrote:Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?