Search found 55 matches

by midnight109
Tue Jul 02, 2013 1:02 am
Forum: Mods
Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
Replies: 14
Views: 14004

[0.5.X] v0.0.7 - several add ons, mining, power, radar &more

Version [0.6.x] of Factorio Mod Mod Version 0.0.7 - ralmodpk1 - Robert Alan lee Mod Pack 1 http://www.youtube.com/watch?v=8hKqPsFmN4A - Shows the Mini Solar panels being used to get a starter base going on a new game so you can see how much quicker things get started with them. About This is a pack ...
by midnight109
Tue Jul 02, 2013 12:40 am
Forum: Modding help
Topic: Unknown problem >.>
Replies: 6
Views: 4375

Re: Unknown problem >.>

The image files I changed over back and fourth messing with them trying to find out why it broke, for a bit thought maybe while editing the images in Gimp i messed up so was also loading stock images to see if it corrected. Much thanks for the info though. So on all mods for this program, in the inf...
by midnight109
Mon Jul 01, 2013 9:41 pm
Forum: Modding help
Topic: Unknown problem >.>
Replies: 6
Views: 4375

Re: Unknown problem >.>

when you say the dir and mod name to match >.> The dir in the mods folder is ral-mod-pk1 and the name in the info.json file is ralmodpk1 is that the issue? i went through and even replaced all the images with stock using the __base__ for everything still dosent load The total size is almost 3mb with...
by midnight109
Mon Jul 01, 2013 9:14 pm
Forum: Modding help
Topic: Unknown problem >.>
Replies: 6
Views: 4375

Re: Unknown problem >.>

some of the numbers like the solar panel production at 5 is supposed to be .25 just changed it to 5 while tweaking some other stuff but that wasent what broke it <.< What I remember doing was changing the name of the dir in the mods dir over and moving the stuff over so i can keep a backup of the or...
by midnight109
Mon Jul 01, 2013 9:10 pm
Forum: Modding help
Topic: Unknown problem >.>
Replies: 6
Views: 4375

Unknown problem >.>

Without a logger or debugger kinda hard for me to see the problem, prob something simple just not familier with coding on this prog yet. It was working, then for some reason I broke it somehow >.> Aside from the image files, here is all the code if You can see the issues please let me know :) info.j...
by midnight109
Mon Jul 01, 2013 8:00 pm
Forum: Mods
Topic: [WIP] General Starter Mod to make getting started
Replies: 2
Views: 5391

Re: [WIP] General Starter Mod to make getting started

Well it WAS finished >.> then I renamed the mod now nothing works so tearing into my code looking for the one peice i didnt update to the new mod name Currently the new stuff is all stock parts recolored, I am thinking the panels will be more or less a just to get going kinda thing, once you have a ...
by midnight109
Mon Jul 01, 2013 2:16 am
Forum: Mods
Topic: [WIP] General Starter Mod to make getting started
Replies: 2
Views: 5391

[WIP] General Starter Mod to make getting started

Ok, so far the mod is ok just needs some work on balancing <.< But I added a new Solar Panel, about half the size of the reg one, that produces about 25% of a reg solar panels output, as well as a mini accumulator. Both are availble at the start, and requre little materials to build. The Solar panel...
by midnight109
Mon Jul 01, 2013 12:57 am
Forum: Modding help
Topic: Info on some of the settings in the files for mods requested
Replies: 2
Views: 2654

Info on some of the settings in the files for mods requested

Ok so I managed to add a few mods into a pack, and while they work like I want them to, I dont understand what some of the info is for or how to use it for when needed, so here we go >.> Starting off in the Entity file { collision_box = {{-1.4, -1.4}, {1.4, 1.4}}, selection_box = {{-1.5, -1.5}, {1.5...
by midnight109
Sun Jun 30, 2013 9:23 pm
Forum: Modding help
Topic: Enable to load mods for some reason
Replies: 4
Views: 2988

Re: Enable to load mods for some reason

Awsome ty :) Now I have a new item and in its proper place now I can accualy make a few mods and see what I can blow up...... hopefully not my puter <.< again >.>
by midnight109
Sun Jun 30, 2013 7:52 pm
Forum: Modding help
Topic: Enable to load mods for some reason
Replies: 4
Views: 2988

Re: Enable to load mods for some reason

Ok that problem fixed, I reinstalled Factorio and seems to work, now another issue <.< in the crafting area I can see my item >.> with a new Category with a ? for a icon how can i make it add the item to a certain area, like into the power category instead of the ? catigory
by midnight109
Sun Jun 30, 2013 6:37 pm
Forum: Modding help
Topic: Enable to load mods for some reason
Replies: 4
Views: 2988

Enable to load mods for some reason

I am working on a mod, at the moment going to see what all I can do with it, but following the wiki I made the basics, and copied over a tech from the base to see how it works, and to more or less have one tech i know the code worked, in the Mods on the Main Menu, it shows my Mod, says Enabled, but ...
by midnight109
Thu Jun 27, 2013 10:34 pm
Forum: Energy Production
Topic: Turning steam engines automatic on, if needed
Replies: 16
Views: 17926

Re: Turning steam engines automatic on, if needed

I see.. Well, I generally only build a few caps to account for turret loads until I'm well established, (usually just before I start rolling out the rails) and then I build enough that I can take the steam off the table completely. I also don't bother building the inefficient (resource wise) advanc...
by midnight109
Thu Jun 27, 2013 9:32 pm
Forum: Balancing
Topic: Modify Atk Rates or Numbers or Both
Replies: 4
Views: 7851

Re: Modify Atk Rates or Numbers or Both

Well its not hard just annoying to always wait for them huge atk groups to finnaly all die off. They never get into the base or take out any turrents just the groups them selfs are so huge it takes forever to kill them all. I put all my main defense around the research base I put to gether they neve...
by midnight109
Thu Jun 27, 2013 4:39 pm
Forum: Balancing
Topic: Just a handfull of other ideas
Replies: 4
Views: 9551

Just a handfull of other ideas

First, a option for a craftable Mine area alarm or signal. If you have say out grown your first base raw materials, and went out and made a new coal mine some where that is now sending all its coal to your base to power the smelting and steam generators, if its far enough out, its hard to tell when ...
by midnight109
Thu Jun 27, 2013 4:15 pm
Forum: Balancing
Topic: Modify Atk Rates or Numbers or Both
Replies: 4
Views: 7851

Modify Atk Rates or Numbers or Both

In FreePlay after a long time playing, I more or less think I have managed to survive 2 full real life days with of playtime in one game. The problem is just playing having fun figuring out where to place assembly machines and belts for making stuff, but since the longer u play the more that atk, an...

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