Search found 202 matches

by Blu3wolf
Sun Aug 09, 2015 1:51 pm
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Also F-Mod creator has mentioned that he abandoned his mod. and no longer updating it. (just a little FYI :D ) Ive been trying to create a "Unofficial" update of F-Mod as well along with (AlphaMod) too. but the code callback error has me pulling my hair. Well, F-Mod was released under a C...
by Blu3wolf
Sun Aug 09, 2015 12:42 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

There is a forum post summing it up already - https://forums.factorio.com/forum/viewtopic.php?f=25&t=14657 Im less worried about damienreave complaining that I updated his mod to 0.12 for him, as I am about the mod authors he based his work off of complaining that their mods specifically do not ...
by Blu3wolf
Sun Aug 09, 2015 11:36 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Ive already done it, but Im not sure I can release the patch without permission from the mod authors upon whom the mod is derivative. If you want to fix that error, go to the vanilla-replace2.lua file in prototypes and change the lines near the top (lines 7 to 10) to this: data.raw["tool"]...
by Blu3wolf
Sun Aug 09, 2015 11:33 am
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Well, I sent a PM asking permission. fingers crossed.
by Blu3wolf
Sun Aug 09, 2015 10:38 am
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

Well, custom graphics are being used. Lua code is also being used. I wonder if it would be feasible to remove all the ND code and list them as hard dependencies. Im not sure to what extent its possible to modify prototypes loaded by other mods? Certainly would not be as easy as putting the as is cop...
by Blu3wolf
Sun Aug 09, 2015 9:55 am
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

Re: NARMod License?

F_mod you can use and possibly bobs mods too if you ask Bobingabout nicely ;)! but dytech and Tree Farm on the other hand may require you to ask if you can use parts of their mod as an exception to their licence. But honestly as long as you ask kindly I'm sure they will allow it ;) PS dytech im Not...
by Blu3wolf
Sun Aug 09, 2015 7:51 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 184474

Re: [0.12.x] RSO Discussion thread

Is this the version on Github then? If its the one I think it is, I already posted an issue there asking what version it was :)
by Blu3wolf
Sun Aug 09, 2015 6:53 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 184474

Re: [0.12.x] RSO Discussion thread

If we would like a new resource to be handled by RSO, is there a way to do so via some API call or somesuch?

Or does it require that RSO be patched to handle the new resource?
by Blu3wolf
Sun Aug 09, 2015 6:52 am
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 37844

Re: Source management and Licensing for Mods

Mods without a license does hurt the community. Id offer KSP as a good example where the benefits of requiring a license (not necessarily any specific one, just that one is specified) outweigh the slightly raised entry bar. Id say you should bear in mind that if its not legal for a third person to u...
by Blu3wolf
Sun Aug 09, 2015 5:31 am
Forum: Modding help
Topic: NARMod License?
Replies: 16
Views: 4655

NARMod License?

Updated Link to 3.4: http://www.mediafire.com/download/ppafd1a2v3cvt8y/NARMod_0.3.4.zip ----- NARMod is a mod for Factorio that aims to be a standalone mod to create a great Factorio experience for the experienced player. Its target audience is those players who feel they have fully experienced van...
by Blu3wolf
Sat Aug 08, 2015 3:13 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Im personally finding that I am not getting enough subsidiary ore from my frothing. Anyone else have this issue? At this point Id probably settle for anyone else still playing the mod XD Still Im finding that I dont get enough subsidiary ore. I can add more froth units and I do, and then I just cann...
by Blu3wolf
Fri Aug 07, 2015 6:54 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

@DamienReave - Sent a you a PR.
by Blu3wolf
Fri Aug 07, 2015 3:10 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

It is impossible to unlock the claus process - and thus, its also impossible to do anything with hydrogen sulfide recovered from natural gas. Notably, I cannot even evaporate it.

I guess its meant to be unlocked with Sulfur Processing?
by Blu3wolf
Fri Aug 07, 2015 7:29 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Okay, so I now have two ways to produce Zinc - the Electrowinning process, and the Imperial Smelting Process. Im not really a massive fan of how I have done it though, because normally the more complex electrowinning process is done to get really really pure zinc, and the less complex blast furnace ...
by Blu3wolf
Fri Aug 07, 2015 3:35 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Im sort of liking another possibility here, which is adding in the pyrometallurgical process for zinc smelting... which would allow initial production of zinc for making the brass needed for the heat exchanger.
by Blu3wolf
Thu Aug 06, 2015 3:30 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

In relation to my Lets play of Narmod. I have just reached the t2 sience packs. And my factory is fugly. Am very happy of the complexity of the mod. though it have taken me some time to find out the different things. How is it going with the "Tech tree" for the mod? If you supply me all t...
by Blu3wolf
Thu Aug 06, 2015 3:01 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

Sulfur Dioxide is in the wrong category (should be chemistry instead of chemical-furnace). This caused it to not be 'made in' anything until I changed the category. EDIT: Okay, clearly that isnt correct either, because that make it impossible to actually get sulfur dioxide in a new game (due to tech...
by Blu3wolf
Thu Jul 30, 2015 8:13 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100621

Re: [UPDATED] Introducing NARMod 3.4

I cant find the red wire and green wire recipes in any tab of the menu.

I see they have been assigned the subgroup 'storage' but I cant find that subgroup in the categories.lua file. Would that be related?

EDIT: actually I see it must be because I am blind and not in fact due to an error. My bad!
by Blu3wolf
Tue Jul 28, 2015 6:39 am
Forum: Mods
Topic: [MOD 0.12.11+] Oil Steam Boiler
Replies: 38
Views: 60796

Re: [0.12.x] Oil Steam Boiler

Moved. This mod looks awesome! :) May I add a comment: When I where in Prague about two month ago I talked with Albert a lot. He told me, the Factorio-Look is, that it is fully functional, but looks a bit broken, crappy, as it will break. That would be cool here, especially with those fat boilers, ...
by Blu3wolf
Mon Jul 27, 2015 11:51 am
Forum: Mods
Topic: [MOD 0.12.11+] Oil Steam Boiler
Replies: 38
Views: 60796

Re: [0.11.21] Oil Steam Boiler

GotLag wrote:Is it just me or are the sprites off 90 degrees in those screenshots, looking at the pipe in/out connections?
they are off by 90°, yes.

Go to advanced search