Search found 13 matches

by mieze :3
Tue Apr 12, 2022 8:38 am
Forum: Ideas and Requests For Mods
Topic: Request a mod that makes the connection distance of the pole more than 64
Replies: 3
Views: 1573

Re: Request a mod that makes the connection distance of the pole more than 64

ohayo i was inspired by your request and started a mod to adjust any prototype value entirely through the mod settings. for now it only changes electric-pole wire reach, supply area and health, but i'd like to implement all kinds of things like crafting speed of machines, health and speed of vehicle...
by mieze :3
Fri Nov 08, 2019 3:27 pm
Forum: Ideas and Suggestions
Topic: Blueprint Permissions Restrictions - Disable Previously Imported Blueprints
Replies: 5
Views: 2546

Re: Blueprint Permissions Restrictions - Disable Previously Imported Blueprints

I would love this!
But I agree that new players wouldn't know about this function.

Another application that comes to mind is for use by map makers in the editor.

It doesn't have to be readily available. Just an admin command to disable blueprint download into the map would be great.
by mieze :3
Thu Nov 07, 2019 3:34 am
Forum: Ideas and Suggestions
Topic: Sync mods and mod settings at same time
Replies: 1
Views: 866

Re: Sync mods and mod settings at same time

I've had this issue too, but experienced up to three restarts with some servers. 1. sync mods 2. switch a mod to the correct version 3. sync settings Only then to find out you're not on the servers whitelist. Factorio should really check the whitelist before even syncing the mods. The minutes lost b...
by mieze :3
Wed Feb 27, 2019 5:19 am
Forum: Not a bug
Topic: [0.16.51] No autoupdate package available
Replies: 4
Views: 1378

Re: [0.16.51] No autoupdate package available

The in-game updater is temporarily disabled due to it being broken. You can download the new version from the website or wait for the release of the next version when it will be fixed and enabled again (should be out soon). Okay. I figured but didn't find anything about it and wanted to make sure i...
by mieze :3
Tue Feb 26, 2019 7:53 pm
Forum: Not a bug
Topic: [0.16.51] No autoupdate package available
Replies: 4
Views: 1378

[0.16.51] No autoupdate package available

Ohai. I enabled experimental, restarted multiple times, deleted all mods, refreshed the auth token, but no update is available. 0.000 2019-02-26 20:45:09; Factorio 0.16.51 (build 36654, linux64, alpha) 0.000 Operating system: Linux 0.000 Program arguments: "bin/x64/factorio" 0.000 Read dat...
by mieze :3
Sat Feb 09, 2019 8:01 am
Forum: Implemented Suggestions
Topic: Simple Solution To Thundering Train Herd
Replies: 33
Views: 11339

Re: Simple Solution To Thundering Train Herd

It could look like the 'Override stack size' in the ui of inserters.
by mieze :3
Mon Apr 06, 2015 9:37 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175010

Re: [0.11.x][v0.1.2] Bob's Warefare mod

Hai. So I watch a Youtuber who likes gnus and often rants about unrealistic and inproper named things in games. So I winced when I saw the (AP) stuff. I propose the renaming of 'bullet projectile' to just 'Bullet' or 'Projectile', 'Bullet Casing' to 'Cartridge Casing', 'bullet' to 'Cartridge', 'Roun...
by mieze :3
Fri Apr 03, 2015 6:52 am
Forum: Mods
Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
Replies: 64
Views: 73155

Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.

I replaced line 70 (" playerSettings.armorStack = player.getinventory(defines.inventory.playerarmor).getitemstack(1) ") with " ... = player.getinventory( ... ).getcontents() " It does not throw the error anymore but until someone confirmed this as the right fix, I will not use i...
by mieze :3
Fri Apr 03, 2015 5:24 am
Forum: Mods
Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
Replies: 64
Views: 73155

Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.

I have gotten an error: Error while running the event handler: __PocketBots__/control.lua:70: LuaInventory doesn't contain key getitemstack. I replaced line 70 (" playerSettings.armorStack = player.getinventory(defines.inventory.playerarmor).getitemstack(1) ") with " ... = player.geti...
by mieze :3
Sun Dec 07, 2014 6:30 pm
Forum: Mods
Topic: [MOD 0.10.x] Quick Start v0.1.2
Replies: 11
Views: 18277

Re: [MOD 0.10.x] Quick Start v0.1.2

It does not. But it is really easy to change the values. Just unzip and gaze upon the contents of 'control.lua'!
by mieze :3
Fri Nov 21, 2014 9:16 pm
Forum: Balancing
Topic: Yellow splitters are as fast as blue belts
Replies: 1
Views: 12360

Yellow splitters are as fast as blue belts

Hai. I noticed, that, while taking up more space, basic splitters are just as fast as express transport belts. While the basic splitter costs two pieces more metal (16 iron + 7.5 copper = 23.5) than the express belt (21.5 iron), the express belt is due to requiring lubricant harder to make, but in r...
by mieze :3
Fri Nov 21, 2014 6:10 pm
Forum: Mods
Topic: [MOD 0.10.x] Quick Start v0.1.2
Replies: 11
Views: 18277

Re: [MOD 0.10.x] Quick Start v0.1.2

Here the other version. Only some base resources and assembler machine 1 unlocked. If done correctly, You never have to manual mine or craft potions again.

I allowed myself to be the author, because I redid everything. Maybe some day I will create my own thread..?
by mieze :3
Fri Nov 21, 2014 6:07 pm
Forum: Mods
Topic: [MOD 0.10.x] Quick Start v0.1.2
Replies: 11
Views: 18277

[MOD 0.11.x] Quick Start v0.1.4

Time for another update! I do not remember, how I found this thread, but I absolutely hate manual mining in this game, so I updated it and also made another version. Will follow in the next post. Changes: * Updated to 0.11.x * Adjusted item count to new (I guess, I am new) max stack sizes * Total re...

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