Search found 60 matches
- Wed Apr 29, 2020 6:55 am
- Forum: Frequently Suggested / Link Collections
- Topic: Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion
- Replies: 14
- Views: 11097
Re: Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion
https://mods.factorio.com/mod/blueprint_flip_and_turn Making the Blueprint flip reduces the number blueprints i need to store or make a mirror image of the installation. JUST ADD THE FLIP and possibly have the colors be negative to identify that the current blueprint being used is flipped. TURN &...
- Wed Apr 29, 2020 5:20 am
- Forum: Resource Spawner Overhaul
- Topic: [0.17] RSO Settings [Resource][Enemy] Tabs
- Replies: 2
- Views: 2606
Re: [0.17] RSO Settings [Resource][Enemy] Tabs
I'm not sure if thats what you are asking about but map settings are still taken into account. With one change that is described on RSO mod page - frequency works slightly differently for resources: Important - frequency of resources works differently with RSO active. Frequency set in map settings ...
- Wed Apr 29, 2020 4:45 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315575
Re: MOD [ 0.17.x/0.18.x] Wooden BIG POLE
is it possible to have the wooden poles be treated like tree to a biter that they ignore it and occasionally attack it like in 0.16? the reach you did making it spherical instead of square line connection is messing up my blueprints and i can't make a diagonal version. i can see the commonsense that...
- Wed Apr 29, 2020 4:30 am
- Forum: Reika's Mods
- Topic: TreePlant - A green thumb (inserter?)
- Replies: 8
- Views: 6035
[0.17] BEST MOD EVER for ZEN Gardening and OCD during the extended burner phase while cleaning the area.
The mod T-Re(e)plant caused a non-recoverable error. Error while running event TreePlant::on_player_mined_entity (ID 65) Unknown item name stone-var1 stack traceback: __TreePlant__/functions.lua:55: in function 'onEntityMined' __TreePlant__/functions.lua:60: in function <__TreePlant__/functions.lua:...
- Wed Apr 29, 2020 4:18 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315575
Re: MOD [ 0.17.x] Bio-Industries
Sounds reasonable, but I'm still against making the collision box variable. To be honest, I can't even tell you what the weight property means (Tree density? Probability of growing in a certain terrain?) because I haven't dealt with that yet. (It's not my mod, I've just stepped in as collaborator w...
- Mon Apr 20, 2020 10:39 am
- Forum: Questions, reviews and ratings
- Topic: [1.0 - 0.17] List of Death Mods
- Replies: 0
- Views: 1013
[1.0 - 0.17] List of Death Mods
https://mods.factorio.com/mod/WhereIsMyBody using ALT key it points to your Dead Body when your close by. https://mods.factorio.com/mod/DeathPoints BEST = shows time till expiration of corpse https://mods.factorio.com/mod/last-death-word Final self-destruct mode on death; AreaEffect Explosion https...
- Mon Apr 20, 2020 9:54 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315575
Re: MOD [ 0.17.x] Bio-Industries
i use the https://mods.factorio.com/mod/TreePlant Mod for the Hitbox Making the hitbox smaller also make the biters pass though them which i want to avoid. Trees generally should have a large Base to block bitters and cars.
- Mon Apr 20, 2020 9:47 am
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 53332
【0.17】Swarmageddon Difference?
https://mods.factorio.com/mod/Swarmageddon What the difference between these two in the coding? which one works better and what are the differences of these two mods? or this is just the Updated Version?
- Mon Apr 20, 2020 9:08 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] [0.17 & 0.18] Tool Belt
- Replies: 0
- Views: 571
[Mod Request] [0.17 & 0.18] Tool Belt
https://mods.factorio.com/mod/more-minimap-autohide-017
This is the old version that has been Deprecated; Any way to shrink the Tool Belt GUI or show only 1 line or hide option along with the shortcut?
Also to remove the placement of the tool belt if one slot is filled can be changed or deleted?
This is the old version that has been Deprecated; Any way to shrink the Tool Belt GUI or show only 1 line or hide option along with the shortcut?
Also to remove the placement of the tool belt if one slot is filled can be changed or deleted?
- Mon Apr 20, 2020 8:55 am
- Forum: Questions, reviews and ratings
- Topic: [0.17] HARD MODs for the Masochistic Nature in you.
- Replies: 0
- Views: 754
[0.17] HARD MODs for the Masochistic Nature in you.
https://mods.factorio.com/mod/SmogVisualPollution reduce Visibility in the MAP a literal FOG/Smog of WAR https://mods.factorio.com/mod/HardRecipes artillery-waggon (now you need a artillery-turret) all armor's (you need now the previous armor) https://mods.factorio.com/mod/Armor_upgradable combat-sh...
- Mon Apr 20, 2020 8:08 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 315575
Re: MOD [ 0.17.x] Bio-Industries Game Tweaks
Game Tweaks: Tree Collision box made smaller ~Option size Steel Axe requires Iron Axe ~ No longer available or Needed? Disassemble Recipes: - Burner-mining-drill - Steel-furnace - Stone furnace - Burner inserter - Long handed inserter Additional Disassembling items like Armor & pistols HOW to ac...
- Mon Apr 20, 2020 6:23 am
- Forum: Resource Spawner Overhaul
- Topic: [0.17] RSO Settings [Resource][Enemy] Tabs
- Replies: 2
- Views: 2606
[0.17] RSO Settings [Resource][Enemy] Tabs
So in Layman terms the spread of Resources and Enemies are spread out Exponentially where Few in the center and More Far. Compared to Vanilla generation it's more of a shotgun Blast peppered evenly through out the map. My Question is does it NEGATE the values [Resource][Enemy] Tabs in the initial Wo...
- Mon Apr 20, 2020 5:30 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: A comparison of lane balancers
- Replies: 12
- Views: 14704
Re: A comparison of lane balancers
https://giant.gfycat.com/NervousEnergeticGalapagostortoise.webm https://forums.factorio.com/download/file.php?id=52897 I developed my design before [0.17] You can tell where the original Inspiration is from Feeding Coal & Ore to one line. You can develop your own design from these hinted ideas....
- Mon Apr 20, 2020 12:28 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] [0.17 & 0.18] Reset Mod Values
- Replies: 0
- Views: 529
[Mod Request] [0.17 & 0.18] Reset Mod Values
When you HOVER the Mod reset button under Mod Settings (the upper right Red arrow Circle) it Highlights the check box that have been altered from the default settings. But the TextBox & values are not identified and a FEW modders don't have the Default input value or No Description at all on eac...
- Mon Apr 13, 2020 6:43 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 25196
[0.17] possible upgrade and Merged Mod pack?
Failed to load mods: _ _ NauvisDay_ _/data-final- fixes:lua:80: attempt to index field 'result' (a nil value) stack traceback: _ _NauvisDay_ _/data-final-fixes.luaL80: in main chunk Also include conditions that make sense https://mods.factorio.com/mod/Evo https://mods.factorio.com/mod/NextGenEvoluti...
- Mon Apr 13, 2020 4:52 am
- Forum: Modding help
- Topic: [Q] Is it possible to output 2 Solid Items?
- Replies: 6
- Views: 1799
YES
https://mods.factorio.com/mod/apm_recycling produces scraps and you have to separate the srcaps from your output line and a separate tasks for scraps.
- Mon Apr 13, 2020 4:25 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Chest Destroyed Contents get's spilled all over the ground
- Replies: 3
- Views: 1549
Thanks for the 0.18 MOD
I found SchallPickupTower & SchallRemainsPickup & LootingRemnants
https://mods.factorio.com/mod/LootingRemnants
https://mods.factorio.com/mod/SchallRemainsPickup
https://mods.factorio.com/mod/LootingRemnants
https://mods.factorio.com/mod/SchallRemainsPickup
- Wed Apr 01, 2020 11:01 am
- Forum: Questions, reviews and ratings
- Topic: [1.0]+ LIGHTing Mods & Darkness
- Replies: 2
- Views: 1856
[1.0]+ LIGHTing Mods & Darkness
for n00bs: These are the settings you can manipulate, to experience the day/night effects during game play. So you can consider the Lighting Optimization of your base during the dark, and unknown spawns attacking during the night. the ambiance of the environment and power drain during the night; an...
- Wed Apr 01, 2020 9:59 am
- Forum: Questions, reviews and ratings
- Topic: [0.17-1.0] Starter MODs:Armors, Inventory & Tweaks LIST Ratings MENU Group Category selections
- Replies: 5
- Views: 2115
[0.17-1.0] Starter MODs:Armors, Inventory & Tweaks LIST Ratings MENU Group Category selections
Here's a list of Mods that are similar to each other, my Reviews, IF not compatible with Multiplayer functions , DEAD Mods that are still usable , and the Alpha versions Buggy . https://mods.factorio.com/mod/Nepgear Best Starting Sprite. NO Armor for Beginners https://mods.factorio.com/mod/TreePlant...
- Wed Apr 01, 2020 7:58 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Chest Destroyed Contents get's spilled all over the ground
- Replies: 3
- Views: 1549
[Mod Request] Chest Destroyed Contents get's spilled all over the ground
Whenever a Biter or Explosion Destroys a Chest or Box the contents gets spilled like when your inventory shrinks and gets spilled all over instead of disappearing and getting lost.