Search found 60 matches

by i_i
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 &...
by i_i
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 ...
by i_i
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...
by i_i
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:...
by i_i
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...
by i_i
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...
by i_i
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.
by i_i
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?
by i_i
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?
by i_i
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...
by i_i
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...
by i_i
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...
by i_i
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....
by i_i
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...
by i_i
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...
by i_i
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.
by i_i
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...
by i_i
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...
by i_i
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.

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