Search found 85 matches

by DaCyclops
Thu Jul 14, 2016 6:35 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62469

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Puke wrote:Hey ! Will you update this wonderful thing to 0.13 ?
Yep. Already done. Its on the Mod Portal and all.
https://mods.factorio.com/mods/DaCyclops/GDIW
by DaCyclops
Thu Jul 14, 2016 5:24 am
Forum: Modding help
Topic: Productivity modules don't work on modded intermediates?
Replies: 1
Views: 1143

Re: Productivity modules don't work on modded intermediates?

I tripped over this before too. Productivity modules dont get their lists automatically. Infact, its defined on each productivity module, they just use a function to return the same value each time. If you check this URL, you can see the code that was provided to me to automatically add a product to...
by DaCyclops
Wed Jul 06, 2016 12:38 am
Forum: Ideas and Requests For Mods
Topic: [Request] Armor repair
Replies: 1
Views: 1548

Re: [Request] Armor repair

I have had a bit of a think about how to approach this sort of mod. We can access the player armor and its health value, and can remove/consume items to repair it. But would we want to consume regular repair packs? or should there be a special "armor repair kit" that gets depleted as your ...
by DaCyclops
Wed Jul 06, 2016 12:25 am
Forum: Mod portal Discussion
Topic: [Mod Portal] Support for og:image meta tag (reddit)
Replies: 2
Views: 1459

Re: [Mod Portal] Support for og:image meta tag (reddit)

Oh thank you. I hadnt noticed there was a Mod Portal Discussion forum, likely because I was checking under "Modding Discussion" not "Mods".
by DaCyclops
Mon Jul 04, 2016 3:39 am
Forum: Mod portal Discussion
Topic: [Mod Portal] Support for og:image meta tag (reddit)
Replies: 2
Views: 1459

[Mod Portal] Support for og:image meta tag (reddit)

Not sure the exact place to place this, but I decided here would be the best... Could the mod pages on modding portal have a Meta tag for og:image added, pointing to the main image on a mod? I believe this will allow mods linked on Reddit to show the main image of the mod as a thumbnail. Reference: ...
by DaCyclops
Wed Jun 08, 2016 12:39 am
Forum: Implemented mod requests
Topic: Mod "Setting"/"Config" Interface
Replies: 24
Views: 13381

Re: Mod "Setting"/"Config" Interface

Some initial thoughts: ... Thoughts? This is why I leave the real coding to real coders, who actually think a little better about this stuff than me :P This would meet my suggestion as well, but opens the question of how it would handle porting to a "server sends settings" structure when ...
by DaCyclops
Tue Jun 07, 2016 11:15 am
Forum: Implemented mod requests
Topic: Mod "Setting"/"Config" Interface
Replies: 24
Views: 13381

Re: Mod "Setting"/"Config" Interface

I have suggested something like this before, but just a little more basic. I think the main issue is that any change in entities will currently require a full game restart. Other than that, I think one of the devs said it is worth looking into. If the new mod being downloaded adds any prototypes, t...
by DaCyclops
Tue Jun 07, 2016 7:16 am
Forum: Modding discussion
Topic: Mod changes in 0.13
Replies: 79
Views: 28391

Re: Mod changes in 0.13

Everyone just keeps using the deprecated things until they're eventually removed and they're forced to fix it. It's a simple line deletion - even a "find and replace" will do. Not everyone. Just some. Responsible/active mod devs will make the change. By giving one version for the deprecat...
by DaCyclops
Mon Jun 06, 2016 5:14 am
Forum: Implemented mod requests
Topic: Mod "Setting"/"Config" Interface
Replies: 24
Views: 13381

Mod "Setting"/"Config" Interface

With the progression of the modding portal and the integration possible thanks to it, you have mentioned a wish for having features like "automatic downloading of mods when connecting to a server" and other useful features. This would greatly increase the ease-of-use of mods, however I can...
by DaCyclops
Wed Apr 06, 2016 6:49 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40939

Re: [MOD 0.12.11+] Robotic Combinators

Version 0.3.6 has been released, because I noticed an issue with starting new games...
by DaCyclops
Tue Apr 05, 2016 3:50 am
Forum: Mods
Topic: [0.12.x] Peace Mod (unofficial)
Replies: 2
Views: 2475

Re: [0.12.x] Peace Mod (unofficial)

seronis wrote:Or set biter spawns to zero in the map settings and save hard drive space and the small memory footprint the mod causes when loaded ... ... ...
And then be unable to complete the game, because you have no way of doing alien science.....
by DaCyclops
Tue Apr 05, 2016 3:27 am
Forum: Mods
Topic: [0.12.x] Peace Mod (unofficial)
Replies: 2
Views: 2475

[0.12.x] Peace Mod (unofficial)

Peace Mod (Unofficial) v0.1.1 Description: Adds a way to play the game without weapons and Biters. Built-in configuration file. Also features a new "kids glove" mode which also removes the Shotguns and changes the Combat group icon. Please see the original topic at: https://forums.factorio...
by DaCyclops
Sat Mar 26, 2016 2:32 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62469

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

show indicators on the icons consider ways of having Sulfur/Flamethrower ammo show alternative icons. data.raw["recipe"]["sulfur"].icon = "__GDIW__/graphics/icons/sulfur.png" data.raw["recipe"]["flame-thrower-ammo"].icon = "__GDIW__/graphics/ic...
by DaCyclops
Sat Mar 26, 2016 2:21 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40939

Re: [MOD 0.12.5+] Robotic Combinators

You know what's really fun? when phpBB decides you don't need to be notified about new updates on threads..... Okay, Ive caught up with the thread, and agree that Wayland/cherrydev's update should be merged, as it makes sense. Wasn't aware of that slight change. Version 0.3.5 has been offically rele...
by DaCyclops
Mon Jan 25, 2016 4:28 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62469

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Did you know its possible to make the exact same mistake at the exact same place in the exact same situation? Thank you very much to Rockstar04 for pointing out my ability to not learn from my mistakes. Productivity Modules would not function for my version 1.1.0 Reversed Output recipes. Because I f...
by DaCyclops
Sun Dec 06, 2015 6:23 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40939

Re: [MOD 0.12.5+] Robotic Combinators

First note, your screenshots dont actually show anything. Because there appears to be literally no way to take a proper WYSIWYG screenshot with Factorio; as it is it took a mod to get what I posted, and the very design of that mod prevents me from showing the tooltips in the screenshot . You could ...
by DaCyclops
Sun Dec 06, 2015 1:10 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40939

Re: [MOD 0.12.5+] Robotic Combinators

I have an issue where the robotic combinators seem to be reporting static (and wildly incorrect) values for the number of total robots in a network. I have a setup with requester chests and smart inserters feeding a roboport to keep the robot count >= 400 (so the inserter's conditions are "Tot...
by DaCyclops
Sat Dec 05, 2015 10:19 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62469

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

So, Today is my birthday, and I just decided "sure, lets just code those reversed outputs". Latest release is updated to version 1.1.0 with reversed outputs. Happy Birthday! Get it now! NOTE: This was also the first chance for me to see the new technology icons. Ohgod they are soooooo nice...
by DaCyclops
Tue Nov 17, 2015 6:27 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62469

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Hmm... I never considered reversed fluid outputs. That being said, in the same way cracking opened new layouts, I could see some better layouts for oil processing with GDIW.... It would only be on the Oil Refinery, and would raise the number of icon variations required. Basic Reversed-Output, Advanc...
by DaCyclops
Thu Nov 12, 2015 11:57 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40939

Re: [MOD 0.12.5+] Robotic Combinators

If you click on Releases you can actually find all previous versions. That being said, here ya go... https://github.com/DaCyclops/robotic-co ... tag/v0.3.3

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