Search found 192 matches
- Mon Dec 25, 2017 12:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 135474
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
This is one of the last mods to be updated for my games, so I'm looking forward as well!
- Thu Dec 14, 2017 6:10 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 122198
Re: Feedback
Much as I love the sniper turrets, they are way overpowered. I know their DPS is less than turrets, but they make the ammo far stronger, and the ammo is still easy to get, and they are easy to spam out (especially since they use very little ammo) so taking out bases becomes a walk in the park. Hones...
- Wed Dec 13, 2017 10:57 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 30183
Re: Classes + Extra bodies
Also, I can't remember if I mentioned it before, but multiple bodies, and classes were going to be two separate mods. with how complex some of the interactions between classes and multiple bodies will be (Since if you have both installed, you can multiple body with multiple classes), it will be far...
- Fri Dec 01, 2017 4:31 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33302
Re: Friday Facts #218 - Import bpy, Export player
It turns out that the answer is game.write_file . From that, I present a whopping 21-line proof-of-concept mod Health Report . It continuously keeps a file, `script-output/health.txt` updated with your current health. That's all. I'm not saying that a non-disk-based IPC interface wouldn't be better...
- Wed Nov 29, 2017 12:48 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33302
Re: Friday Facts #218 - Import bpy, Export player
Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? That sounds good. Although thats a Linux solution, generally just providing an Interface and let Manufacturers or the Community d...
- Sun Nov 26, 2017 4:06 am
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33302
Re: Friday Facts #218 - Import bpy, Export player
I use Corsair RGB keyboard/mice and Phillips surrounding lighting, so I doubt this will work with any of those... Can you 'please' make a way to call a secondary custom program that is fed data via stdin of what colors should be set at any given location with a documented interface? This will make i...
- Sun Feb 19, 2017 11:25 pm
- Forum: Mods
- Topic: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
- Replies: 61
- Views: 46710
Re: [0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16
Most of the research and tech tree is the original experience of the mods in the pack and I intend to keep it that way. The main reason, to be honest, is that it's a lot of work to modify the tech tree in a good way and I simply can't afford to put that much effort into it right now. Apart from tha...
- Fri Jan 13, 2017 8:33 pm
- Forum: News
- Topic: Friday Facts #173 - Nuclear stuff is almost done
- Replies: 192
- Views: 80560
Re: Friday Facts #173 - Nuclear stuff is almost done
Where can you pull the heat out of the reactor, the images imply 8 boilers per reactor physical 'building', or when you have 2 reactor hooked up can you pull 16 boilers worth of heat out of just one building? What is the through-put of the heat pipes, just 8 boilers worth or can you connect, say, 64...
- Sun Dec 04, 2016 4:17 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 10559
Re: [MOD 0.12.29+] OverMods - Useful Utilities
Hate to nag, but this is one of 2 mods that do not work (the other being satellite uplink) with .14 on my game - and I consider dumping it now. I love the item collector, but there is some issue there and I ahve no clue about modding factorio so.... it does not work. Anyone can look at it? The eror...
- Sun Dec 04, 2016 4:09 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 56376
Re: [MOD 0.13] EfficienSee : optimise your factory !
Bug report, no other mods, just EfficienSee (though it was on a custom map): __EfficienSee__/control.lua:2138: attempt to index field 'recipes_stat' (a nil value) The line and surrounding lines for context from __EfficienSee__/control.lua is: for _, effect in pairs(research.effects) do if effect.typ...
- Sat Nov 26, 2016 3:06 am
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 30143
Re: [MOD 0.13.15+] Surfaces 0.0.7
Any word on a 0.14 version?
- Fri Oct 28, 2016 6:31 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64576
Re: Friday Facts #162 - Theme Art Again
I personally like the artifacts, however I do like them being removed from science, what I would do though is definitely mirror some of what has been suggested here, such as doing something different with artifacts, such as enhancing productivity somehow (some type of refining of the atmosphere for ...
- Sat Jul 23, 2016 4:06 am
- Forum: Duplicates
- Topic: [0.13.10] linux build crashing to desktop when crafting
- Replies: 4
- Views: 1540
Re: [0.13.10] linux build crashing to desktop when crafting
Ah cool, I had not seen a 0.13.11 yet and right now the game crashes when trying to play, so, fairly broken. ^.^
Today's FF148 about "the game crashed" bugs not happening anymore was a little bit premature. ^.^
Today's FF148 about "the game crashed" bugs not happening anymore was a little bit premature. ^.^
- Sat Jul 23, 2016 3:51 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 40265
Re: Version 0.13.10
Instead of a `--mod-directory` switch, have you thought about replacing the mods directory with a set of subfolders? Say, any mod in `./mods/` is loaded always, any mods in `./mods/someOtherDir` gets loaded by selecting the `someOtherDir` mod 'pack' in-game, where it then re-loads using that mod sub...
- Sat Jul 23, 2016 2:59 am
- Forum: Duplicates
- Topic: [0.13.10] linux build crashing to desktop when crafting
- Replies: 4
- Views: 1540
Re: [0.13.10] linux build crashing to desktop when crafting
Same thing, just came here to report it: 0.000 2016-07-22 20:41:13; Factorio 0.13.10 (build 23530, linux64, steam) 0.104 Operating system: Linux (Ubuntu 16.04) 0.104 Program arguments: "/mnt/storage0/SteamLibrary/steamapps/common/Factorio/bin/x64/factorio" 0.104 Read data path: /mnt/storag...
- Sat Jul 16, 2016 7:29 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314495
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Ctrl+LeftClick seems quite natural from my testing. Although having it open when just clicking on it without any modifier keys would be best if that could be worked out decently. ^.^ Utterly awesome update you've done though! Just modded 0.13 since I finally completed that last achievement now that ...
- Sat Jul 16, 2016 6:56 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.4] Bob's Config mod
- Replies: 67
- Views: 52204
Re: [0.12.x][v0.12.4] Bob's Config mod
What is needed is for Factorio to give a Mod Configuration panel or so on the mods screen to allow a mod to offer configuration options or so, while also synchronizing those options from server->client.
- Sat Jul 16, 2016 6:54 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 112068
Re: [0.12.x][v0.12.6] Bob's Electronics
Passing thought, wonder if an event callback could unregister the original wood recipe when the synthetic is unlocked, then re-register it (maybe a tick later)....
- Sun Jul 03, 2016 4:36 pm
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 30886
Re: Version 0.13.4
Can thus be elaborated in? In what precise situations will large blueprints be disabled?For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
- Wed May 18, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 431385
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
You can try with attached control.lua and see if it changes anything. It's modified to make collectors check 6 times slower and pick up to 6 items per check. It's mainly performance optimization (I'm using them with doubled radius also). Nope, no change, the thing still won't work. Hate to be a nag...