Search found 131 matches

by billbo99
Tue Jan 21, 2020 10:43 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 70736

Re: [MOD 0.16.x] Factorio Extended Plus

That was an in-game bug with "0.17" .. reported here viewtopic.php?f=182&t=79927

Within 0.18 this has been fixed and the research speed has been correctly displayed in the hover tool tips.

See examples
mk3.png
mk3.png (167.42 KiB) Viewed 6889 times
mk2.png
mk2.png (165.36 KiB) Viewed 6889 times
mk1.png
mk1.png (151.67 KiB) Viewed 6889 times
by billbo99
Fri Jan 17, 2020 4:42 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 38742

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Personally I have never had any issues with my QNAP devices, and I have been using them for 5+ years. One is in the garage as a backup target, the main one is in my office and I have it hosting a couple of virtual servers. I wonder what grade of hard disks they were using, from what has been said in...
by billbo99
Fri Jan 10, 2020 10:23 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
Replies: 1
Views: 1229

[Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity

I was playing about with a mod to add some mk2/3 labs which would increase module slot and researching_speed per tier. When I had a look in game the tooltips did not show the "researching_speed" effect, all I could see was the ingame bonus from research. If I look at the item in my invento...
by billbo99
Mon Jan 06, 2020 9:00 am
Forum: Ideas and Requests For Mods
Topic: How to make construction bots invincible?
Replies: 5
Views: 2797

Re: How to make construction bots invincible?

Not near factorio to test this currently, but this code snippet should work in the "data-final-fixes.lua" file. local resistances = {"fire", "physical", "explosion", "acid", "impact", "laser"} for _, bot in pairs(data.raw["co...
by billbo99
Mon Jan 06, 2020 8:42 am
Forum: Ideas and Requests For Mods
Topic: How to make construction bots invincible?
Replies: 5
Views: 2797

Re: How to make construction bots invincible?

Have you looked at .. https://mods.factorio.com/mod/Repair_Turret .. to support repairing your walls ? You could also take a copy of .. https://mods.factorio.com/mod/fireproof-bots .. and edit the resistances in the file "data-final-fixes.lua" If you want to stick with robots, look at the ...
by billbo99
Thu Jan 02, 2020 10:15 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163459

Re: [MOD 0.16.x]Factorio Extended 0.3.1

Have you tried using "Factorio Extended Plus" ?

You can find all the primary mods under https://mods.factorio.com/user/jimmyjon711
by billbo99
Sun Nov 24, 2019 3:29 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 215743

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

My tentative plan for when we get the high res base game icons is to set up some kind of automated way to generate stacked images from a base image, which if that worked out I'd provide to mod developers who want a quick path to make stacked icons without fiddling pixel-by-pixel in an image editor ...
by billbo99
Fri Nov 15, 2019 3:59 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 35105

Re: Friday Facts #321 - Countdown

Any significance to the date "25th September" ?
by billbo99
Thu Nov 14, 2019 8:42 am
Forum: Texture Packs
Topic: Xmas Graphics
Replies: 0
Views: 2954

Xmas Graphics

Last year (Seeeno/Darkfrei) gave us https://mods.factorio.com/mod/xmas-feels. Darkfrei has updated the mod to be 0.17 compatible. I am wondering if anyone can help out with graphics to increasing the scope of the mod. Here are some ideas :- - Update the Christmas tree to have lights that change colo...
by billbo99
Tue Nov 12, 2019 8:14 am
Forum: Implemented Suggestions
Topic: Pause Logistics Queues / Turn off logistic system requests
Replies: 59
Views: 19651

Re: Switch to deactivate character logistic requests

KuznetsON wrote:
Mon Nov 11, 2019 6:38 pm
https://mods.factorio.com/mod/AutoTrash .. one of the options allows you to set a main network, where your logistics requests are sourced from
by billbo99
Mon Nov 11, 2019 9:01 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 215743

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Deadlock loaders work without issue, the belt boxes have some support (Ingots can be stacked for example). You would have to use deadlock's public API in your own mod if you want to stack ores, as he didnt want to the ores stacked.
by billbo99
Sun Nov 10, 2019 7:27 pm
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28628

Re: [0.17.x] [Z] Adventure

The mod has gone AWOL .. last activity accoring to the profile is .. Mon Jun 17, 2019 6:57 pm
by billbo99
Tue Nov 05, 2019 10:41 am
Forum: Won't implement
Topic: [Request] Please add “turn_range” support to Artillery Guns
Replies: 2
Views: 1535

[Request] Please add “turn_range” support to Artillery Guns

Could you please allow the settings "turn_range" & "turret_base_has_direction" to be applied to the "Artillery Gun". I tried to create a gun with a narrow field of fire, but the values were not acted on and the gun was still able to turn in a full 360 degree circle....
by billbo99
Thu Oct 24, 2019 10:28 am
Forum: Ideas and Requests For Mods
Topic: Radar module compatible with Vehicle Grid mod
Replies: 3
Views: 1515

Re: Radar module compatible with Vehicle Grid mod

This is not what your after, but achieves the same goal

'Big Brother' appears to attach an micro radar to entities (cars / trains / power poles) as research is progressed.
https://mods.factorio.com/mod/Big_Brother
by billbo99
Tue Oct 22, 2019 10:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361790

Re: [MOD 0.17] Industrial Revolution

For "deadlock-experimental" to work its expecting a pre-requisite that copper/iron/steel plates have already been defined in a stacked format with the base "deadlock-beltboxes-loaders" mod. With IR you dont smelt ore into plates, instead you smelt ores into ingots. So I wouldnt h...
by billbo99
Thu Oct 03, 2019 8:57 am
Forum: Technical Help
Topic: convert map exchange string to map generator settings
Replies: 7
Views: 5534

Re: convert map exchange string to map generator settings

I am not near my home PC, but I believe these commands would generate the data /c game.write_file("map-settings.json", serpent.block(game.map_settings)) /c game.write_file("map-gen-settings.json", serpent.block(player.surface.map_gen_settings)) This will output to the "scrip...
by billbo99
Tue Sep 24, 2019 7:33 am
Forum: Gameplay Help
Topic: How to use Rich text properly
Replies: 11
Views: 8181

Re: How to use Rich text properly

How about an "emoji" button on the text tool bar that opens up a GUI which displays all the current icons. Pick an icon and it gets dropped into the text.
by billbo99
Fri Sep 06, 2019 8:36 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 87306

Re: Nauvis Post Collapse (16GB ram minimum required)

Some other code snippets .. Remove all cars with nothing in their inventory /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find_entities_filtered({name="car"})) do inv = entity.get_inventory(defines.inventory.car_trunk) if inv.is_empty() then entity.d...
by billbo99
Fri Sep 06, 2019 8:06 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 87306

Re: Nauvis Post Collapse (16GB ram minimum required)

- remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a game already in progress). Not sexy code .. but this should allow all non-destructible entities to now be destructible :) /c local surface = game.player.surface local count = 0 for _, entity in pairs(surface.find...
by billbo99
Thu Sep 05, 2019 6:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 361790

Re: [MOD 0.17+] Industrial Revolution (WIP)

Front page has been update to say its coming out on 6th Sept ... just hope that is 2019

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