Search found 34 matches

by Hyratel
Thu May 04, 2017 6:31 am
Forum: Mods
Topic: [MOD 0.14] Walls Block Spitters
Replies: 17
Views: 9131

Re: [MOD 0.14] Walls Block Spitters

the changes that Rampant AI makes to the spitter blasts (to make them non-tracking) causes them to bypass WBS. I don't know if this is something that can be fixed from your end, but it is a bit of a pain, as that is one of the nice things about Rampant, ie being able to dodge spitter shots
by Hyratel
Thu Apr 20, 2017 10:07 pm
Forum: Fan Art
Topic: The factorio docs
Replies: 7
Views: 8198

Re: The factorio docs

this is great fun! documenting things like the electric furnace or the Modules is going to be ... Interesting, to say the least
by Hyratel
Sun Mar 05, 2017 10:32 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 211816

Re: ModMyFactory - mod manager and more

why does it have to move mods? what the hell does it do to the factorio Appdata folder? why can't I import existing mod selections via drag and drop mod-list.json files? where the hell do my unpacked mod configs go?
by Hyratel
Sat Feb 25, 2017 5:01 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 542206

Re: [MOD 0.14] AAI Programmable Vehicles

so I just rolled up (with the help of the Discord THANKS GUYS - Swan most especially) a Raster Scanner, suitable for a zone scanner - http://i.imgur.com/uB9NER2.png Constant Combinator R sets the range in total span, range is halved across world origin. You can easily add offsets to your X,Y outputs...
by Hyratel
Fri Feb 17, 2017 2:27 am
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 19624

Re: [MOD 0.13.x] Advanced Personal Defense

is it known (or deliberate) that it doesn't load ammo when placed into a vehicle grid? I'm using both VehicleGrids and AAI programmable vehicles and it never pulls ammo from the vehicle trunk inventory to charge up
by Hyratel
Thu Feb 16, 2017 6:59 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112759

Re: [0.14] Reactors & Atomic Locomotives

tommygunner70 wrote:now that is a damn nice set up *copies* BTW: Whats the difference between the green and blue steam engines?
Peak Load turbines - they have a lower priority than the blue "base load", so they aren't requested from by the power system until all other power sources have been exhausted
by Hyratel
Sat Feb 11, 2017 3:56 am
Forum: Mods
Topic: [MOD 0.14] AAI Signals
Replies: 11
Views: 10664

Re: [MOD 0.14] AAI Signals

Is there a way to access these signals? or are they Writable with no other AAI mods active?
by Hyratel
Fri Feb 10, 2017 8:43 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43932

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

does anybody know another place to contact OP? This has some good content, the walls most desirably
by Hyratel
Thu Feb 09, 2017 9:29 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 93129

Re: [0.14.x] Space Extension Mod (SpaceX)

This really stretches out the endgame, and I appreciate that. But it might be even more encouraging to play it if the various researches or structures launched granted a more tangible benefit to groundside gameplay - say, exotic weapons, specialised armor modules, advanced buildings modules?
by Hyratel
Sat May 21, 2016 3:21 am
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 48727

Re: [MOD 0.12.x] Electric boiler

is OP still active? this mod could do with a resurection
by Hyratel
Tue May 17, 2016 8:38 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 128930

Re: Yuoki Industries - Railways Core 0.0.7 (f0.12.22+)

would it be possible (reasonable?) to get a tech tree integration for YI Trains? it doesn't make sense to have all the train systems available from the start, at least not until you unlock Railways; and it clutters the build menus.
by Hyratel
Mon May 16, 2016 8:43 pm
Forum: Ideas and Requests For Mods
Topic: improved geothermal mod
Replies: 2
Views: 1277

Re: improved geothermal mod

ok here's what I'm seeing - Look at how the pumpjacks "constrain" their placement to the Seeps, grab that - Look at how the Chemical Plant handles its Fluid Input and Output - KS power Oil Boiler "manufactures" Hot Water instead of Heating Water. you could use that mechanism I do...
by Hyratel
Mon May 16, 2016 8:37 pm
Forum: Ideas and Requests For Mods
Topic: Train Expansion
Replies: 5
Views: 2907

Re: Train Expansion

yeah but to get 5Dim train stuff you need the core and it has Stuff I don't want. Core mods should only be a library, IMHO, not a featureset (5Dim's is both poorly documented, and poorly illustrated, but as best I can tell the Core adds increased stack sizes, among other things that I don't want to ...
by Hyratel
Sun May 15, 2016 10:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 98738

Re: [MOD 0.12.x] Smarter Circuitry

If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - viewtopic.php?f=91&t=14824

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