Search found 64 matches

by matpmag
Sun May 17, 2015 4:56 pm
Forum: Texture Packs
Topic: [Request] Burner Lamp Icons and Graphics
Replies: 7
Views: 16167

[Request] Burner Lamp Icons and Graphics

I'm looking for some graphics for my burner lamps mod : If possible I would like: A slight alteration of the lamp, (or something else altogether) - requires both on and off varieties Icons for what I've called burner components - come in two flavors: on and off Technology icon for recycling broken c...
by matpmag
Sun May 17, 2015 4:54 pm
Forum: Mods
Topic: [0.11.X] Burner Lamp
Replies: 16
Views: 13318

[0.11.X] Burner Lamp

Current Features Adds a solid fueled lamp for the early game. http://s1.postimg.org/9s58ymibz/burner_lamp.png Usage Supply the lamp with fuel and burner components. The lamp will run all the time though ;) It produces broken components, but maybe you can find a way to recycle these... Planned Featu...
by matpmag
Sun May 17, 2015 12:39 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Burner Lamp
Replies: 7
Views: 6577

Re: [Request] Burner Lamp

If you could add something for recycling used components it would be good. I can think about few cases (marathon/steampunk) where those lamps would be extremely useful and they would be used for a lot longer then few h :D That's what I was thinking when I made it - I generally play with both of tho...
by matpmag
Sun May 17, 2015 11:06 am
Forum: Ideas and Requests For Mods
Topic: [Request] Burner Lamp
Replies: 7
Views: 6577

Re: [Request] Burner Lamp

Thanks, I'll try it out, report back to you. Cheers mate! Thanks for your help :D As for tech tree placement, I really think the Burner Lamp should be available to build from game start. It's very clearly an early game tech, something you use in the first 20-120 minutes of play, until you've electr...
by matpmag
Sat May 16, 2015 11:54 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Burner Lamp
Replies: 7
Views: 6577

Re: [Request] Burner Lamp

I've done a bit of work on this. There's no entity that allows us to use fuel and craft nothing so I've based the lamp on a furnace. The lamp takes in "burner-components" and produces broken ones - I'll expand on this later. These components are very cheap and last a long time so it doesn'...
by matpmag
Fri May 15, 2015 10:58 pm
Forum: Mods
Topic: [0.11.X] PreFusion
Replies: 12
Views: 15598

Re: [0.11.X] PreFusion

Nice idea! I think this could definitely be useful, especially for someone like me. Cause usually I just skip the batteries and solar panels all together and go straight for the fusion reactor, because the batteries/panels just don't seem worth it normally. But with your mod, it allows a pretty usa...
by matpmag
Thu May 14, 2015 12:57 pm
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41993

Re: [0.11.*+] Alien Science

darkrising wrote:Thanks for fixing it, I've updated the main thread now. :)
Nice! Good to hear from you - glad I could help ;)
by matpmag
Wed May 13, 2015 9:58 pm
Forum: Mods
Topic: [0.11.X] PreFusion
Replies: 12
Views: 15598

Re: [0.11.X] PreFusion

Peter34 wrote:We played for about 4 hours this evening, and didn't have any problems, although we haven't progressed far enough into the game to be able to make Modular Armor. We'll play again in 6 days, Tuesday evening EU time.
Cheers! Thanks for testing :)
by matpmag
Wed May 13, 2015 9:40 pm
Forum: Balancing
Topic: Armor Batteries are underpowered, give them a boost
Replies: 14
Views: 29421

Re: Armor Batteries are underpowered, give them a boost

Thanks Peter34. any other suggestions or ideas, let me know!
by matpmag
Wed May 13, 2015 9:18 pm
Forum: Texture Packs
Topic: [RELEASE] Alien Tree Textures
Replies: 15
Views: 22983

Re: [WIP] Alien Tree Textures

piratelord wrote:Updated original post with download and instructions. Enjoy!
:shock: Great job mate! love the work ;)
by matpmag
Wed May 13, 2015 9:16 pm
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41993

Re: [0.11.*+] Alien Science

Koub wrote:Updated original post, moved in "non obsolete mods"
Fantastic! Cheers bud ;)
by matpmag
Wed May 13, 2015 7:20 pm
Forum: Texture Packs
Topic: [Request] Dytech-Power artwork
Replies: 37
Views: 37959

Re: [Request] Dytech-Power artwork

MagicLegend wrote: Instead of programming :D

Have exams in two weeks... Maybe the release will be a bit later then Dysoch and I want, but shit happens I guess :)
Well all the best mate! Hope you do well ;)
by matpmag
Wed May 13, 2015 1:35 pm
Forum: Texture Packs
Topic: [Request] Dytech-Power artwork
Replies: 37
Views: 37959

Re: [Request] Dytech-Power artwork

MagicLegend wrote:I believe the version is supposed to release at the end of May... 8-)
Awesome! Now if I could just finish my exams instead of playing Factorio... :lol:
by matpmag
Wed May 13, 2015 1:26 pm
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46820

Re: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling

I think that it would be smart if when you destroyed your new pipes that they spat out a vanilla pipe so that you could change an unneeded T pipe into that preferred I pipe. Love this mod and really liked Acouya 's idea so I made a version. Really hope you don't mind Kexik :) Lines changed within \...
by matpmag
Wed May 13, 2015 12:49 pm
Forum: Mods
Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
Replies: 33
Views: 28584

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

SirPhoenixBlood wrote:then here is to a dream that may never come :cry:
You could try https://forums.factorio.com/forum/vie ... =14&t=7548
by matpmag
Wed May 13, 2015 12:47 pm
Forum: Mods
Topic: [0.11.*+] Alien Science
Replies: 29
Views: 41993

Re: [0.11.X] Alien Science

Koub wrote:There have been changes in the mod API since then. The mod will need some adaptation to work with 0.11.22.
Adaptations made ;)

Here is the new file, credit to the original dev :)
by matpmag
Wed May 13, 2015 10:19 am
Forum: Texture Packs
Topic: [Request] Dytech-Power artwork
Replies: 37
Views: 37959

Re: [Request] Dytech-Power artwork

Can I just say that these graphics are absolutely mind-blowing :shock: - Really looking forward to seeing this in game! Keep up the great work guys!
by matpmag
Wed May 13, 2015 10:15 am
Forum: Mods
Topic: [0.11.X] PreFusion
Replies: 12
Views: 15598

Re: [0.11.X] PreFusion

Thanks, I look forward to trying it out! I presume I should expect it to work in MP? There should be nothing complicated enough not to work on MP. I haven't tried, but I'd expect it to work fine :) There's only three lines of code and none of them touch anything multiplayer related. If I've done so...

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