Search found 53 matches
- Sat Mar 07, 2015 1:47 pm
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 31619
Re: [MOD 0.11.x] ThunderGui - v0.1.1
The mod is still working with the latest factorio-0.11.17 update, hurrah 8-) The things I wanna do with the next update are important, so i hope to see feedback from you guys. Is it a good move not? plans: Change: the windDisplay into an optional plugin, because I think its a more optional thing for...
- Thu Mar 05, 2015 11:01 pm
- Forum: Releases
- Topic: Version 0.11.17
- Replies: 46
- Views: 51257
Re: Version 0.11.17
Could this be the stable release? The end of 11.x? The beginning of the end-ing?
- Thu Mar 05, 2015 1:04 pm
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 31619
Re: [MOD 0.11.x] ThunderGui - v0.1.1
Although some configurable alarm-clock can be made, as a plugin here or not.
As far as i know it's impossible to have a mod pause the game. As an alternative the mod could remove the characters until the game should continue and maybe set speed to 10%(factorio doesn't alow setting it lower).
As far as i know it's impossible to have a mod pause the game. As an alternative the mod could remove the characters until the game should continue and maybe set speed to 10%(factorio doesn't alow setting it lower).
- Thu Mar 05, 2015 3:09 am
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 31619
Re: [MOD 0.11.x] ThunderGui - v0.1.1
I had this briliant idea to make the player names the same color as the character's in game. And simply had to put it in there. Also added a new privateMultiplayerView option that, when active replaces the "life" and "vehicle" columns with a "status" column beeing "...
- Wed Mar 04, 2015 2:13 pm
- Forum: Implemented Suggestions
- Topic: Force-place Incomplete Blueprints
- Replies: 31
- Views: 20593
Re: Force-place Incomplete Blueprints
Same train of thoughts when I encountered it. Thanks for posting!
Those friggin coral plants ...
Those friggin coral plants ...
- Wed Mar 04, 2015 1:42 am
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 31619
Re: [MOD 0.11.x] ThunderGui - v0.1.0
Thank you sir,Piranha wrote:Very interesting, will have to give it a try later.
Your youtube video's on pvp look interesting. Gonna see through on who wins!
If my mod could be of anny use to your future endeavours that would be so pure awesome!
- Tue Mar 03, 2015 4:35 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Time Display - v1.0.0
- Replies: 36
- Views: 29686
Re: [MOD 0.10.x] Time Display - v1.0.0
from kovarex Just a notice, I made it clear, that you should never do the stuff you are doing in the onsave method, it can break a lot of stuff, I even added warning in the wiki. I've also made a mod that does something similar though as an option that's off as default. In case of some mod-switching...
- Tue Mar 03, 2015 3:58 pm
- Forum: Mods
- Topic: [MOD 0.11.x] ThunderGui - v0.2.3
- Replies: 30
- Views: 31619
[MOD 0.11.x] ThunderGui - v0.2.3
I've seen a lot of nice mods adding some buttons and timeDisplays. I wanted something that could bring all of them together or have a framework to do so. Thus I started ThunderGui. The base of the ThunderGui interface shows total-play-time(infoPanel), a speed-button-menu and a settings-button-menu(a...
- Sun Nov 02, 2014 12:28 am
- Forum: News
- Topic: Friday Facts #58 - It is here
- Replies: 45
- Views: 34198
Re: Friday Facts #58 - It is here
superb nice magnificent delightfull shiny new fun update! I think i've missed something
- Thu Oct 30, 2014 10:54 am
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 52118
Re: Version 0.10.12
1 more day! Tho if the devs go present their work that day ... they better work that extra little bit so they can release it tonight 1 minute after midnight!!!Phillip_Lynx wrote:The devs says they try on 31.10.2014generalmek wrote:when release?
- Fri Oct 24, 2014 7:14 pm
- Forum: News
- Topic: Friday Facts #57 - One week left
- Replies: 122
- Views: 64907
Re: Friday Facts #57 - One week left
This is going to sell like free sweets in a kindergarten!
- Sun Oct 19, 2014 1:22 pm
- Forum: News
- Topic: Friday Facts #56 - A lot of stuff
- Replies: 39
- Views: 31543
Re: Friday Facts #56 - A lot of stuff
Superb proposition imho.The triangulation of roboport connections looks good! As a suggestion for the future though, Delaunay triangulation might be able to clean it up further, removing some of the nearly overlapping lines and really narrow triangles.
- Mon Sep 29, 2014 2:53 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127537
Re: Hidden ores
I'd love to see an "underground" realm, You can't easily get there, I see it as a late game thing. Like suggested, the entrance isn't visible and should be located using some sub-terrain scanning devices. Once a "Entrance" is found one can enter and leave the underground at wish,...