Search found 711 matches
- Fri Apr 26, 2019 3:55 pm
- Forum: Implemented mod requests
- Topic: enable scale_info_icons on storage-tank entity type
- Replies: 1
- Views: 649
enable scale_info_icons on storage-tank entity type
Can the scale_info_icons property from containers be enabled on the storage-tank icon?
- Thu Apr 25, 2019 2:53 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
- Thu Apr 25, 2019 8:25 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
Meteor defence is planned, I was actually working on it tonight but I don't like how the graphics are going. good!but it falls a lot right on the base is not nice .. and idea more resources not only iron and copper, but cobalt, aluminum and iridium from you. Dynamic resources would be nice, it's ju...
- Thu Apr 25, 2019 12:51 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
Meteor defence is planned, I was actually working on it tonight but I don't like how the graphics are going.
- Wed Apr 24, 2019 4:58 pm
- Forum: Implemented mod requests
- Topic: Ability to specify a collision_mask for a gate barrier
- Replies: 2
- Views: 815
Re: Ability to specify a collision_mask for a gate barrier
Great, thanks. Funny how these things can can go so long unnoticed.
- Wed Apr 24, 2019 1:05 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
A few things got messed up when I separated the mod from AAI Industry. Unlocking the recipe was one. I have just fixed it though so it should be there if you update.
- Tue Apr 23, 2019 8:37 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
author find new bug mod Facorissimo 2019-04-23_22-46-44.png You have run out of tiles. Factorio can only load 255. You need to uninstall some mods to free up some tile slots. Yes all pre reqs were completed, the resesrxh queues fine, but wouldnt actually start even tho i had all packs in labs alrea...
- Tue Apr 23, 2019 5:39 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
I have found and fixed the issue.
- Tue Apr 23, 2019 4:13 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
@erandel Hey i added this mod to a vanilla map, and for some reason its not allowing me to resesech the core drilling tech, even tho it only requires red and green science. Is this a bug? I have the required mods installed with it, in case thats your first question. Just to clarify, it appears in t...
- Tue Apr 23, 2019 1:54 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
A quick note: I have no idea if this is intended (only testing things for compatibillity with my mods) I can build space-platform-plating (tile) on a planet, if I place it over a spaceship floor (tile) and then build the space related (only?) machines. https://www.dropbox.com/s/d7b0eat7uqzn8b6/001....
- Tue Apr 23, 2019 1:14 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129711
Re: [MOD 0.14] Alien Biomes
Great work MeduSalem. That must have been difficult to track down. I will fix the Regenerate Terrain mod asap. Edit: I have fixed the problem, pollution was being read from the wrong location. There is still a problem adding the pollution back to the correct location, the game engine seems to ignore...
- Mon Apr 22, 2019 9:17 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
Hey thanks.AmatorPhasma wrote: ↑Mon Apr 22, 2019 2:13 amOutstanding, great Mod! and.... just WOW
Love this Idea!
If you find any incompatibilities with your mods just let me know and I'll get them fixed asap.
- Mon Apr 22, 2019 9:09 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 129711
Re: [MOD 0.14] Alien Biomes
I have done some testing. The tile pollution absorption values for the different biomes are the same as vanilla. The tree pollution absorption values are the same as vanilla. There are more biomes in Alien Biomes that use the same absorption value as desert (volcanic). There are more biomes in Alien...
- Mon Apr 22, 2019 1:41 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
I'm not sure where it will go with RSO. Multi surface setup might not be a big problem (I hope). There is one feature that I might find hard to duplicate - it's a tile restriction for resource spawning. In base game you can make noise layers that will match a tleast partially to align tiles and res...
- Mon Apr 22, 2019 1:39 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
If there's one thing I did get concerned about, it was lacking enough fuel for a return trip. Being in cheat mode permitted escape, but is it actually possible to become stranded forever? It took a LOT of fuel just to reach orbit, so I'm just imagining the costs to go beyond the stars and back agai...
- Sun Apr 21, 2019 12:06 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
Initial crash sequence i actually like a ton! It creates a sense of story behind player's appearance on Nauvis and it also looks amazing too. So i will be only glad if you can keep that in, while not overwriting the vanilla recipes too much. New burner stage tech is also quite nice to have for prog...
- Sun Apr 21, 2019 10:08 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 270388
Re: [0.17+] Space Exploration WIP
Thanks for the kind words. With robot attrition it's a different situation from the base game where you had to start with belts in your main base. Increasing their power cost would not solve the problem. As I said before you can reduce the crash rate to near zero and not worry about it. I would enco...
- Sun Apr 21, 2019 9:08 am
- Forum: Modding interface requests
- Topic: Workaround for entity destruction on tile change
- Replies: 2
- Views: 1116
Re: Workaround for entity destruction on tile change
The platforms mod makes platforms indestructible so long as there is an entity on top to prevent this very thing from happening. Oh nice. I took a look at the code and the idea is pretty clever. Unfortunately doing it that way requires an additional 'immortal' tile for each tile that might be affec...
- Sat Apr 20, 2019 11:57 pm
- Forum: Modding interface requests
- Topic: Workaround for entity destruction on tile change
- Replies: 2
- Views: 1116
Workaround for entity destruction on tile change
There may already be a workaround for this, but I can't find one. The problem occurs when you have a tile, and an entity overlapping that tile. The tile get changed, either by mining the tile, or putting flooring down. The change causes the collision mask to change, the entity gets destroyed. There ...
- Sat Apr 20, 2019 11:11 pm
- Forum: Implemented mod requests
- Topic: Ability to specify a collision_mask for a gate barrier
- Replies: 2
- Views: 815
Ability to specify a collision_mask for a gate barrier
I have a gate that can only go on a spaceship so I set it to collide with ground-tile so it can't be placed on normal ground. { "ground-tile", "water-tile", "object-layer", "item-layer", } The problem is that the player can go through closed doors. If I add &q...