I'm not seeing any effect from the classes?
Just started as a Miner and am unable to hand-smelt ores.
Search found 47 matches
- Sat Mar 16, 2019 2:59 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 136129
- Tue Jan 26, 2016 11:51 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
Re: [Mod 0.12.X] Log Mod
But why no fast loader based on the blue inserter? Sonofa- Fast Rotary Inserters were not included because... IDK, I think both Fast and Smart Rotary Inserters weren't included because being Rotary already doubles the speed. Then I included Smart Rotary Inserters because logistics networks. A year ...
- Tue Jan 26, 2016 11:27 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
Re: [Mod 0.12.X] Log Mod
No offensement taken.
But it's called Log Mod because, well it's a logistics mod. And it rolls of the tongue nicely.
I wouldn't know what else to call it.
But it's called Log Mod because, well it's a logistics mod. And it rolls of the tongue nicely.
I wouldn't know what else to call it.
- Thu Jan 21, 2016 4:45 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 49074
Re: [MOD 0.12.20] Concrete Lamppost
listen mod is useless without this option maybe there is any way to implement rotation maybe others moder can help? Can you tell my where is problem, i know il be layman but maybe someone reat this and make help? It's very important for me that this mod work properly. Listen comment is useless with...
- Wed Jan 06, 2016 1:55 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322059
Re: [MOD 0.12.20] Orbital Ion Cannon
Have you zoomed out first?Duros1394 wrote:I keep getting an unable to fire message where friendly player is within the blast radius.... even though i'm clicking as far away from me as I can
- Tue Jan 05, 2016 12:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 77672
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Why not just share the solution?
Which is replacing "game.on" with "script.on" iirc.
Which is replacing "game.on" with "script.on" iirc.
- Mon Jan 04, 2016 6:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 49074
Re: [MOD 0.12.20] Concrete Lamppost
Obviously you haven't checked even the picture provided (the greatest of ironies considering you ask for more pictures). It's not just a lamp, it's also a power pole.
- Thu Dec 31, 2015 3:13 am
- Forum: Mods
- Topic: [MOD 0.12.x] Piano Player
- Replies: 16
- Views: 32174
Re: [MOD 0.12.x] Piano Player
First of all: great job on the visuals! Do I guess right when I say that this is basically a roboport with a different skin? In this case I'd say the category should be non game changing. The colored lights and locomotives and such are also in that category and reskinning the roboport is pretty muc...
- Fri Dec 25, 2015 5:07 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
Re: [Mod 0.12.X] Log Mod
It's intentional so if you accidently make the wrong one tou can quickly retry. After all, from an in-game perspective, they're the same mechanism, just wired differently.
- Mon Dec 21, 2015 12:49 am
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
Re: [Mod 0.12.X] Log Mod
The fact that underground belts only stretch so far is part of the challenge of base building. Having underground belts that can stretch for miles removes that part of the challenge entirely. Hence why there exists, and will only ever exist, one additional tier of underground belts. Go with one of t...
- Sun Dec 20, 2015 8:37 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
Re: [Mod 0.12.X] Log Mod
Added a bit more discriptiveness. Unfortunately communication ist not my strong point. If anyone feels up to making some icons for this, it would be much appreciated. The hardest is probably the loaders, who could use the vanilla inserter icon, except the base faces the other way. My skills with art...
- Sun Dec 20, 2015 7:49 pm
- Forum: Modding help
- Topic: What Does Shift= Do?
- Replies: 4
- Views: 10165
Re: What Does Shift= Do?
My only other question then is, how does a splitter move items?
- Sun Dec 20, 2015 6:12 pm
- Forum: Modding help
- Topic: What Does Shift= Do?
- Replies: 4
- Views: 10165
What Does Shift= Do?
For instance, Belt Splitters have Shift = {0.25, 0.05} at points, which I'm guessing is to do with moving items on it. But the wiki is blank on the subject.
So... What does it do?
Hoping it might help remake a Belt Separator.
So... What does it do?
Hoping it might help remake a Belt Separator.
- Fri Dec 18, 2015 5:35 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30100
[Mod 0.12.X] Log Mod
Type: Mod Name: Log Mod Description: Adds Rotary Inserts, Extended Underground Belts, and Loaders. License: Link to a license or very short text description Version: 0.0.2 Release: 2015-12-18 Tested-With-Factorio-Version: Latest Log Mod (short for Logistics Mod) is a little something I've kept aroun...
- Fri Dec 18, 2015 5:28 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322059
Re: [MOD 0.12.20] Orbital Ion Cannon
This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic. https://www.youtube.com/watch?v=rheHLnQGusg Due to the way that factorio does it's effects don't expect to see this any time soon, if ever. Isn't it exactly the same method as the beam...
- Fri Dec 18, 2015 3:22 pm
- Forum: Modding discussion
- Topic: Anyone Know The Mod
- Replies: 8
- Views: 23628
Re: Anyone Know The Mod
map_settings works, thanks.
Although that seems like a really arbitary change in call hooks O.o
Although that seems like a really arbitary change in call hooks O.o
- Fri Dec 18, 2015 2:59 pm
- Forum: Modding discussion
- Topic: Anyone Know The Mod
- Replies: 8
- Views: 23628
Re: Anyone Know The Mod
You can run these commands in console. Edit the last number to whatever factor you prefer. /c game.mapsettings.enemy_evolution.time_factor = 0.000008 * 0 /c game.mapsettings.enemy_evolution.pollution_factor = 0.00003 * 2 This no longer works: Error: [...]:1: LuaGameScript doesn't contain key mapset...
- Thu Dec 17, 2015 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Underground express belts do not require lubricant
- Replies: 7
- Views: 13045
Express Belt Exploit
Merged with thread in Known issues --daniel34 Not actually a bug, but still an exploit. Express Belts can't be made until you have a source of lubricant. Express Underground Belts, however, don't require any lubricant. Not a very big exploit since in order to research Express Belts you need a devel...
- Sun Dec 13, 2015 10:37 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322059
Re: [MOD 0.12.20] Orbital Ion Cannon
This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic.
https://www.youtube.com/watch?v=rheHLnQGusg
https://www.youtube.com/watch?v=rheHLnQGusg
- Sun Dec 13, 2015 10:23 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109920
Re: MOD [0.12.20+] Misanthrope 0.1.2 -- Better Biter Mechanics
I never got why the enemy attacks rails anyway in vanilla. Pollution producing buildings, moving stuff like belts and trains, sure. But inert lumps of metal just lying on the ground?