so instead of mining ores you just get them from a chest?
won't that just remove the early game instead of changing it?
Search found 358 matches
- Tue Sep 30, 2014 2:37 pm
- Forum: Mods
- Topic: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP
- Replies: 8
- Views: 11417
- Tue Sep 30, 2014 12:49 pm
- Forum: Modding help
- Topic: script
- Replies: 8
- Views: 2341
Re: script
What i have done now is made a couple of recipes to process a unknown mineral. The first is basic metal identifying and that has a probability of 0.42 for producing iron or copper and 0.25 for coal. Working on other recipes giving other ores, reducing probability for more rare minerals. One ore to r...
- Tue Sep 30, 2014 10:28 am
- Forum: Modding help
- Topic: script
- Replies: 8
- Views: 2341
Re: script
Then that explains why it won't work :p
- Tue Sep 30, 2014 10:04 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373993
Re: [0.10.x] Bob's Ore Mod.
I found both of those while looking last night. They're not it. Whatever it was, it's green, because I based the colour of the icon on what the ore actually looked like. Well, a major source of nickel is millerite and consists of the elements you mentioned. The green one might be a nickel iron sulf...
- Tue Sep 30, 2014 9:23 am
- Forum: Mods
- Topic: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP
- Replies: 8
- Views: 11417
Re: [MOD 0.10.12+] FactorioPlus 0.0.5 WIP
I am not sure what you are trying to do.
Switching off ore generation ok, but how do you progress then?
Could you give a bit more info what it is you want to do? :p
Switching off ore generation ok, but how do you progress then?
Could you give a bit more info what it is you want to do? :p
- Tue Sep 30, 2014 9:17 am
- Forum: Modding help
- Topic: script
- Replies: 8
- Views: 2341
Re: script
There is no way to do this in the prototypes, but you might be able to hack it somehow in the control script (I don't know how :-) ) yeah, that's what i figured. So i put it in a script.lua and then used require("script") in the prototype. In the script i made a function with the if state...
- Tue Sep 30, 2014 8:05 am
- Forum: Modding help
- Topic: script
- Replies: 8
- Views: 2341
Re: script
i did not know that! thank you very much :D edit: so i tried it out and it works as i thought it would, which is not exactly how i want it to work :p how it is now: - chance that any of the results is made - chance that nothing is made what i would like is: - always one of the results in the table a...
- Mon Sep 29, 2014 10:50 pm
- Forum: Modding help
- Topic: script
- Replies: 8
- Views: 2341
script
Hello everyone, I have been working on a script that changes the result of a recipe every time it is produced. The result should depends on the outcome of math.random. So far i got nothing to work. Does anyone know how to do this or if it is even possible in factorio? It would be a great help for th...
- Mon Sep 29, 2014 1:02 pm
- Forum: Texture Packs
- Topic: [Request] textures for custom buildings
- Replies: 11
- Views: 20298
[Request] textures for custom buildings
Hello :) I am making some mods and would really like some graphics to go with the new buildings. All the icons im doing myself but making graphics for buildings is just not my thing. Here is my wishlist: - ore crusher: to grind big chunks in smaller chunks - large blast furnace: like a oil refinery,...
- Mon Sep 29, 2014 10:38 am
- Forum: Ideas and Suggestions
- Topic: Advanced Ore Processing
- Replies: 24
- Views: 13184
Re: Advanced Ore Processing
I had the same idea like you. I find ore processing to be very simplistic in factorio so i made a mod. It is a work in progress but the production line for iron and copper is in place. It just needs some tweaking, some more features like the chemicals needed for the copper line and some custom graph...
- Sat Sep 27, 2014 6:14 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Cartmen Industries [v0.2 WIP]
- Replies: 4
- Views: 7789
Re: [MOD 0.10.X] Cartmen Industries [v0.1.1 WIP]
Some screenshots would be nice :o okay here they are :) http://imagizer.imageshack.us/v2/280x200q90/908/r1Kvav.png the new circuit line http://imagizer.imageshack.us/v2/280x200q90/674/lPm17B.png the new intermediates http://imagizer.imageshack.us/v2/280x200q90/537/BikMld.png copper production http:...
- Sat Sep 27, 2014 2:15 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76617
Re: [MOD 0.11.15] Cartmen's Complete Overhaul [0.1.5]
Roadmap 0.2.0 tin and lead processing steel processing trains & cars basic oil processing 0.2.1 advanced oil processing natural gas processing advanced electronics 0.2.2 low grade ore processing induction smelting 0.2.3 improved mining faster belts fast inserters 0.3.0 weapons & ammo turret...
- Sat Sep 27, 2014 2:14 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 76617
[MOD 0.11.15] Cartmen's Complete Overhaul [ALPHA v0.2.0]
Cartmen's Complete Overhaul Introduction This mod started out as an addition to Bob’s mods, but as it turned out I had more free time than anticipated. So I decided to make a major mod that focuses more on realism, yet keep a decent balance so that it doesn’t become a burden to finish a game. It al...
- Thu Sep 25, 2014 9:10 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Cartmen Industries [v0.2 WIP]
- Replies: 4
- Views: 7789
Re: [MOD 0.10.X] Cartmen Industries v0.0.2
version 0.1.3 is now available changelog: v0.1.3 - added storage tank to copper processing 2 and iron casting 2 - locale changes v0.1.2 - added two parts for inserter crafting - changed inserter recipes v0.1.1 - added 2 technologies, copper processing 1 and 2 v0.1.0 - implemented simplistic copper p...
- Tue Sep 23, 2014 1:51 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Cartmen Industries [v0.2 WIP]
- Replies: 4
- Views: 7789
[MOD 0.10.X] Cartmen Industries [v0.2 WIP]
This mod is all about reflecting real industrial processes in factorio. iron production: - simple blast furnace - advanced blast furnace - cooler copper production: - crusher - flash furnace - converter - refining furnace - electro refiner Chemicals are used to refine iron and copper. For copper it ...
- Mon Sep 22, 2014 9:03 am
- Forum: Mods
- Topic: Bob's Electronic Circuits revamp (plan)
- Replies: 5
- Views: 10599
Re: Bob's Electronic Circuits revamp (plan)
+1omegasrevenge wrote:I like intermediates. I like more complicated intermediates more. But I like useful stuff the most. If you put in more and more useful buildings or items which are more and more complex to make, then you are fulfilling the wishes of all factorio players everywhere. That's why we play this game.
- Thu Aug 07, 2014 3:35 pm
- Forum: Mods
- Topic: [MOD WIP 10.X] Extended Inserters v1b
- Replies: 7
- Views: 18193
Re: [MOD WIP 10.X] Extended Inserters v1b
aren't all of these already a module in the dytech mod?
- Fri Jul 25, 2014 2:55 pm
- Forum: Mods
- Topic: [MOD 0.?.x] ZTech - making research harder (or easier) Alpha
- Replies: 5
- Views: 8810
Re: [MOD 0.?.x] ZTech - making research harder (or easier) A
does it work with multiple science packs yet? (more of the same type) and science without red packsrequirements like in dytech?