Thankyou for doing this, way better than I was doing or ever could.
This mod exemplifies just about everything I wanted from an underground drilling mod, with things I didn't even know I wanted until you did them.
In general, I like it a lot!
Search found 117 matches
- Wed Mar 30, 2016 10:55 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 38629
- Wed Mar 30, 2016 10:43 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110290
Re: [MOD 0.12.20+] Misanthrope 0.3.1 -- Better Biter Mechanics
Eesh, they were pushing me hard enough in 0.2.4! I guess I'll upgrade today and see if I get completely wiped out :) (I'm combining expensive science via ScienceTweaker with Gloom and all resources on small and sparse... and I started in a desert, with no water and not much iron. Lots of coal though.)
- Tue Mar 29, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 57230
Re: [MOD 0.12.26] Laser Beam Turret
I might edit the graphics so that the first frames have at least some visibility to them - it may look slightly less pretty, but at least then you could see it as it was mowing down tiny biters. If I did so, Klonan, would you be happy with me posting the changed files here, and anyone else, would yo...
- Tue Mar 29, 2016 10:42 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
No, I was suggesting that, if I got them working , you could put them into your mod so there would only be one Enemies+ mod. Since some of my ideas are (short range) tunnellers, it would fit with your much longer range tunnellers conceptually. Up to you though, if I get round to them I could make a ...
- Tue Mar 29, 2016 10:11 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 106165
Re: [MOD 0.12.x] Side Inserters v1.0.5
Please don't change the names of the inserters. I also subscribe to the "resource flow is direction" argument that Zeblote is making, and feel the need to post to say that I like it just how it is right now, thanks. Oh, and to make this a little bit more of a useful post... I really like h...
- Tue Mar 29, 2016 10:00 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
I had some additional ideas for new enemy types but never got around to them, so I'm glad to see someone adding them! Would you be open to others, if I manage to code them properly? I'm thinking short range diggers (that just pop under one set of walls) as well as some biters that morph characterist...
- Sun Mar 27, 2016 5:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 98066
Re: [MOD 0.12.x] Smarter Circuitry
Suggestion for new use - Actuator on... something, maybe a Radar Dish? Sends a configurable message to the player as a standard message whenever a specific signal pulses. Ideally, could include information from the signal (signal name and amount). Rationale for radar dish: It updates the player's mi...
- Sun Mar 27, 2016 5:05 pm
- Forum: Technical Help
- Topic: [0.12.20] Smoke Lag Spike
- Replies: 22
- Views: 29547
Re: [0.12.20] Smoke Lag Spike
I also get smoke lag on a slower computer (4gb ram, 2 core 2.8ghz cpu, geforce 210). I don't recall this happening in earlier versions, but I can't remember for sure... Still happens even in the latest build, so I thought I'd make a post about it. Turning off smoke or going away from the furnaces re...
- Sun Mar 27, 2016 4:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29704
Re: [MOD 0.12.x] Circuit GUI 0.1.0
Since there was an on_Save being removed, perhaps things need to be added to the global object also, so that they are saved? That would explain why the interim fixed version by Ratzap works on initial load, but not afterwards. Sadly, I don't know enough of the details to fix it myself, I had a look ...
- Sun Mar 27, 2016 10:22 am
- Forum: Mods
- Topic: [mod 0.12.30] {BB} - Belt Brush
- Replies: 34
- Views: 19317
Re: [mod 0.12.29] {BB} - Belt Brush
In 0.0.4, I'm now sometimes getting the same "attempt to index global 'BB_glob_amount' ( a nil value)" errors but on line 103 of control.lua. Line 103 seems to just be when clicking on the checkboxes. Weirdly, it worked fine for a while. This is about the third load of that game before it ...
- Sat Mar 26, 2016 5:30 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
- Replies: 14
- Views: 12765
Re: [MOD 0.12.20+] Gloom 0.2.1 - Night Comes to Factorio
Please do so - I like the sound of slightly more predictable darker then brighter then darker, but with the levels of darkness and (especially) brightness not so guaranteed.
- Wed Jan 27, 2016 10:08 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30154
Re: [Mod 0.12.X] Log Mod
LogiMod? Anyway - another mod I saw used arrow icons on top of the basic inserter graphics, so a right-handed long inserter would be a red inserter, but with a small right-turn arrow in the bottom left of the toolbar icon. If you wanted, you could use a double-forward arrow to represent loaders in t...
- Wed Jan 27, 2016 9:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Cannon Turret
- Replies: 17
- Views: 29389
Re: [MOD 0.12.x] Cannon Turret
Can we make projectiles that spawn other projectiles now? The comments (edit: and code) in the plasma shotgun thread suggests that we can, so... How about the cannon turret fires a projectile that's very much like the cannon shell, except it has no collision, like the one Imp0815 suggests. Then, aft...
- Wed Jan 27, 2016 9:23 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142601
Re: [MOD 0.12.x] Modular Armor Revamp
Sad that solar panels are gone... But, on the other hand, solar panels you can put on top(?) of a person sized armor suit that will then run energy shields? And we're not using those for our base, instead using fields upon fields of apparently normal efficiency solars... why? :) So, it makes a lot o...
- Fri Jan 22, 2016 3:03 am
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26618
Re: [MOD 0.12.20] Complete research overhaul
I'll second the high electricity consumption suggestion... But, to go a little further - how about somehow making it require semi-random amounts of electricity in big chunks. That way, not only do you need enough steady input, but you need capacitance as well, and probably a good backup power system...
- Mon Sep 07, 2015 11:08 am
- Forum: Mods
- Topic: D-Load Storage (Train unloading chests) 0.1.2
- Replies: 29
- Views: 22904
Re: D-Load Storage (Train unloading chests) 0.1.1
Looks good, might use this in my next play. I'd prefer it if the graphics were a bit more consistent - right now they look different depending on horizontal or vertical - I know it's a bit more work to splice them together, but if possible I'd like them to all look like the vertical graphics, which ...
- Sun Aug 30, 2015 4:54 pm
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 16844
Re: [0.12.3+ WIP] Deep Ores
People are welcome to adjust richness / sizes etc, but since they pretty much use the oil patch routines in RSO, they tend to generate in tighter clumpier fields there anyway - often with a sprawl of low to medium richness surface ore too. It seemed fine to me when I tried generating some maps, but ...
- Sun Aug 30, 2015 11:15 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 142601
Re: [MOD 0.12.x] Modular Armor Revamp
I am still trying to figure out how I might have my mod look at all other mods, and dynamically alter those values, unfortunately, I don't yet know how. If you need an example that already does this, you could look at Bob's Electronics overhaul, and what he does in data-final-fixes.lua which in sho...
- Sun Aug 30, 2015 11:09 am
- Forum: Mods
- Topic: [0.12.3+ WIP] Deep Ores
- Replies: 21
- Views: 16844
Re: [0.12.3+ WIP] Deep Ores
Was thinking about Galena - but there's just so MUCH tin on the surface... That said, I imagine that issue is a lot less prevalent with RSO, so yeah, I should at the very least write a config for it. I'll see if I can get it working for copper, iron, tin, galena, optionally nickel. Stone is covered ...
- Sat Aug 29, 2015 9:13 am
- Forum: Mods
- Topic: [MOD 0.12.x] Geothermal Spring Water Mod!
- Replies: 32
- Views: 32231
Re: [MOD 0.12.x] Geothermal Spring Water Mod!
Which way were your derricks pointed? I had this issue whenever they weren't outputting water up, or right.AlexTheNotsogreat wrote:Actually, it's not working for me. The water comes out at 15*C instead of the 100*C needed. Patch?