Search found 47 matches

by Foxy_Boxes
Sat Mar 16, 2019 2:59 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 136174

Re: [0.17] Please post bugs and balance issues here.

I'm not seeing any effect from the classes?
Just started as a Miner and am unable to hand-smelt ores.
by Foxy_Boxes
Tue Jan 26, 2016 11:51 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

Re: [Mod 0.12.X] Log Mod

But why no fast loader based on the blue inserter? Sonofa- Fast Rotary Inserters were not included because... IDK, I think both Fast and Smart Rotary Inserters weren't included because being Rotary already doubles the speed. Then I included Smart Rotary Inserters because logistics networks. A year ...
by Foxy_Boxes
Tue Jan 26, 2016 11:27 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

Re: [Mod 0.12.X] Log Mod

No offensement taken.
But it's called Log Mod because, well it's a logistics mod. And it rolls of the tongue nicely.
I wouldn't know what else to call it.
by Foxy_Boxes
Thu Jan 21, 2016 4:45 pm
Forum: Mods
Topic: [MOD 0.12.20] Concrete Lamppost
Replies: 37
Views: 49082

Re: [MOD 0.12.20] Concrete Lamppost

listen mod is useless without this option maybe there is any way to implement rotation maybe others moder can help? Can you tell my where is problem, i know il be layman but maybe someone reat this and make help? It's very important for me that this mod work properly. Listen comment is useless with...
by Foxy_Boxes
Wed Jan 06, 2016 1:55 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322121

Re: [MOD 0.12.20] Orbital Ion Cannon

Duros1394 wrote:I keep getting an unable to fire message where friendly player is within the blast radius.... even though i'm clicking as far away from me as I can
Have you zoomed out first?
by Foxy_Boxes
Tue Jan 05, 2016 12:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 77687

Re: [MOD 0.12.x] Slipstream Chests - 2.0.0

Why not just share the solution?

Which is replacing "game.on" with "script.on" iirc.
by Foxy_Boxes
Mon Jan 04, 2016 6:27 pm
Forum: Mods
Topic: [MOD 0.12.20] Concrete Lamppost
Replies: 37
Views: 49082

Re: [MOD 0.12.20] Concrete Lamppost

Obviously you haven't checked even the picture provided (the greatest of ironies considering you ask for more pictures). It's not just a lamp, it's also a power pole.
by Foxy_Boxes
Thu Dec 31, 2015 3:13 am
Forum: Mods
Topic: [MOD 0.12.x] Piano Player
Replies: 16
Views: 32184

Re: [MOD 0.12.x] Piano Player

First of all: great job on the visuals! Do I guess right when I say that this is basically a roboport with a different skin? In this case I'd say the category should be non game changing. The colored lights and locomotives and such are also in that category and reskinning the roboport is pretty muc...
by Foxy_Boxes
Fri Dec 25, 2015 5:07 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

Re: [Mod 0.12.X] Log Mod

It's intentional so if you accidently make the wrong one tou can quickly retry. After all, from an in-game perspective, they're the same mechanism, just wired differently.
by Foxy_Boxes
Mon Dec 21, 2015 12:49 am
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

Re: [Mod 0.12.X] Log Mod

The fact that underground belts only stretch so far is part of the challenge of base building. Having underground belts that can stretch for miles removes that part of the challenge entirely. Hence why there exists, and will only ever exist, one additional tier of underground belts. Go with one of t...
by Foxy_Boxes
Sun Dec 20, 2015 8:37 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

Re: [Mod 0.12.X] Log Mod

Added a bit more discriptiveness. Unfortunately communication ist not my strong point. If anyone feels up to making some icons for this, it would be much appreciated. The hardest is probably the loaders, who could use the vanilla inserter icon, except the base faces the other way. My skills with art...
by Foxy_Boxes
Sun Dec 20, 2015 7:49 pm
Forum: Modding help
Topic: What Does Shift= Do?
Replies: 4
Views: 10165

Re: What Does Shift= Do?

My only other question then is, how does a splitter move items?
by Foxy_Boxes
Sun Dec 20, 2015 6:12 pm
Forum: Modding help
Topic: What Does Shift= Do?
Replies: 4
Views: 10165

What Does Shift= Do?

For instance, Belt Splitters have Shift = {0.25, 0.05} at points, which I'm guessing is to do with moving items on it. But the wiki is blank on the subject.
So... What does it do?

Hoping it might help remake a Belt Separator.
by Foxy_Boxes
Fri Dec 18, 2015 5:35 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30102

[Mod 0.12.X] Log Mod

Type: Mod Name: Log Mod Description: Adds Rotary Inserts, Extended Underground Belts, and Loaders. License: Link to a license or very short text description Version: 0.0.2 Release: 2015-12-18 Tested-With-Factorio-Version: Latest Log Mod (short for Logistics Mod) is a little something I've kept aroun...
by Foxy_Boxes
Fri Dec 18, 2015 5:28 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322121

Re: [MOD 0.12.20] Orbital Ion Cannon

This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic. https://www.youtube.com/watch?v=rheHLnQGusg Due to the way that factorio does it's effects don't expect to see this any time soon, if ever. Isn't it exactly the same method as the beam...
by Foxy_Boxes
Fri Dec 18, 2015 3:22 pm
Forum: Modding discussion
Topic: Anyone Know The Mod
Replies: 8
Views: 23629

Re: Anyone Know The Mod

map_settings works, thanks.
Although that seems like a really arbitary change in call hooks O.o
by Foxy_Boxes
Fri Dec 18, 2015 2:59 pm
Forum: Modding discussion
Topic: Anyone Know The Mod
Replies: 8
Views: 23629

Re: Anyone Know The Mod

You can run these commands in console. Edit the last number to whatever factor you prefer. /c game.mapsettings.enemy_evolution.time_factor = 0.000008 * 0 /c game.mapsettings.enemy_evolution.pollution_factor = 0.00003 * 2 This no longer works: Error: [...]:1: LuaGameScript doesn't contain key mapset...
by Foxy_Boxes
Thu Dec 17, 2015 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.3] Underground express belts do not require lubricant
Replies: 7
Views: 13046

Express Belt Exploit

Merged with thread in Known issues --daniel34 Not actually a bug, but still an exploit. Express Belts can't be made until you have a source of lubricant. Express Underground Belts, however, don't require any lubricant. Not a very big exploit since in order to research Express Belts you need a devel...
by Foxy_Boxes
Sun Dec 13, 2015 10:37 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322121

Re: [MOD 0.12.20] Orbital Ion Cannon

This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic.
https://www.youtube.com/watch?v=rheHLnQGusg
by Foxy_Boxes
Sun Dec 13, 2015 10:23 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109966

Re: MOD [0.12.20+] Misanthrope 0.1.2 -- Better Biter Mechanics

I never got why the enemy attacks rails anyway in vanilla. Pollution producing buildings, moving stuff like belts and trains, sure. But inert lumps of metal just lying on the ground?

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