Search found 38 matches

by GameCharmer
Sun Jun 12, 2016 3:41 am
Forum: Mods
Topic: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon
Replies: 22
Views: 44750

Re: [MOD 0.12.x] Stainless Steel wagon - a larger cargo wagon

Hello GameCharmer, do you have plans for more stainless steel products? Unfortunately i built two electric furnaces for producing it so i have excessively of it now. I would appreciate it if you have more great using ideas for your stainless steel plates. :) Greetings steinio I have a set of stainl...
by GameCharmer
Tue May 17, 2016 3:16 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121195

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

I have map version 0.12.33-0 Loaded Resource Monitor version 0.5.4 I get error __Resource-Monitor-Mod__/control.lua:3: Attempt to index global 'game' (a nil value) Would someone please explain what's wrong/what I need to do to get the resource monitor running...... You're using a 0.11.x mod that wa...
by GameCharmer
Sat May 14, 2016 12:05 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67690

Re: [0.11.22] Automated Red Alert harvesters 0.1.0

Whataguy wrote:Hey,

The mod looks good, but I get a error when I try to use it.
"Error in assign ID, entity with name " huge - explosion" does not exit.
I have the Version 0.12.33. I have a few other mods and they are working, just not this one.

Any ideas why ??
You're in the 0.11 forum!!
by GameCharmer
Sat May 14, 2016 11:53 am
Forum: Mods
Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
Replies: 33
Views: 18009

Re: [MOD 0.12.30] Automatic Belt Planner v0.5.1

This should be possible somehow, yes. But I don't see an easy way of getting at the max_distance of the underground belt prototype from control.lua, so would need to create a fake technology or some kludge like that per belt type which could be read at runtime (or maybe make a modding interface req...
by GameCharmer
Fri May 13, 2016 10:28 am
Forum: Mods
Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
Replies: 33
Views: 18009

Re: [MOD 0.12.30] Automatic Belt Planner v0.5.1

Just gave this a shot and it works great! Would it be possible to add custom belts in the future? I'm still learning LUA, but there should be a way to iterate belts and potentially build an array of speeds / underground lengths. I'll help where I can. :D
by GameCharmer
Thu May 12, 2016 1:29 am
Forum: Mods
Topic: [MOD 0.12.29+] Research Savr 0.0.1 -- Resume Research
Replies: 3
Views: 3401

Re: [MOD 0.12.29+] Research Savr 0.0.1 -- Resume Research

Yes! I hate losing a ton of research on an end game tech when trying out new mods that add new techs. Thanks!
by GameCharmer
Tue May 10, 2016 10:46 am
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17931

Re: [MOD 0.12.x] Belt hoppers 1.0.1

Still working great on 0.12.33. This mod has drastically changed the way I build out production lines. :D
by GameCharmer
Tue May 10, 2016 10:32 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197437

Re: General Discussion

Is there a guide that explains all the new stuff in this mod? In particular what exactly does the masher do? I see that it creates dust from ore which can then be smelted into plate but I don't understand the extra step. It would be nice to have an overview of all the new stuff in these mods as som...
by GameCharmer
Sat May 07, 2016 10:12 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58634

Re: [MOD 0.12.20+] Concrete Logistics 1.1.0

So far so good, not a single crash. It also seems to be running several times faster than the previous version. Awesome!
by GameCharmer
Sat Apr 30, 2016 11:28 am
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 22796

Re: [MOD 0.12.29+] Macromanaged Turrets v1.0.1

Thanks Macros! I'll give it a shot. :D
by GameCharmer
Fri Apr 29, 2016 10:58 pm
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 22796

Re: [MOD 0.12.29+] Macromanaged Turrets v1.0.0

I'm writing a compatibility & balancing patch that makes several mods play nice together, and I'd love to be able to add this to the patch. Is there any way to define additions outside of control.lua? I'm currently using the data object to detect which bits and pieces of various mods are loaded,...
by GameCharmer
Fri Apr 29, 2016 2:02 am
Forum: Mods
Topic: [MOD 0.12.21] Automatic Item Collector
Replies: 18
Views: 18761

Re: [MOD 0.12.21] Automatic Item Collector

ssilk wrote:I think this is very useful. Should have also an option (? per robonetwork) to mine all wood and stone. :)
There are at least 2 mods that allow you to use bots to mine resources. I'm using Logistics Mining
by GameCharmer
Thu Apr 28, 2016 2:23 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58634

Re: [MOD 0.12.20+] Concrete Logistics 1.0.5

Excellent! I've been able to play with it so long as I break the tower and replace it every 45 minutes or so without crashes. I was wondering though, it does seem to become a bottleneck for logistic drones. I see that it's set to have 0 charging ports, but they still try to charge anyway. Is it a kn...
by GameCharmer
Thu Apr 28, 2016 2:21 am
Forum: Mods
Topic: [MOD 0.13] Ground Printer - print large texts
Replies: 15
Views: 11951

Re: [MOD 0.12.X] Ground Printer 1.0.1

Would it be possible to toggle the new ground tiles for those in the colored concrete mod?
by GameCharmer
Mon Apr 25, 2016 1:24 am
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 87
Views: 47083

Re: [MOD 0.12.x] Personal Teleporter

For balancing, I'd love to see the beacons act as massive one-way accumulators that reset to 0 on use. Soak up 1G of power, then dump it all when someone teleports in. Might be doable with a hidden entity or something.
by GameCharmer
Sun Apr 24, 2016 4:43 am
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 87
Views: 47083

Re: [MOD 0.12.x] Personal Teleporter

Everything was working great, placing new beacons, teleporting around, awesome stuff. Then I saved, quit, came back, and while I can place more beacons, they won't add to the list, so they're effectively useless. :( Update. I had the teleport box open when I saved and came back. The box was still op...
by GameCharmer
Sun Apr 24, 2016 3:14 am
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 17931

Re: [MOD 0.12.x] Belt hoppers 1.0.0

What's the point of this? Throughput? What kind of setups does this allow? It makes inserter stack-size bonuses work with belts in a much smaller area. Instead of a half-dozen inserters not gaining a bonus dropping 1 item at a time onto a belt, have 1 inserter pump items into the hopper, and the ho...
by GameCharmer
Sun Apr 24, 2016 3:12 am
Forum: Mods
Topic: [MOD 0.14.x] Personal Teleporter
Replies: 87
Views: 47083

Re: [MOD 0.12.x] Personal Teleporter

Yes! Adding this to the list immediately. I'll be streaming with it very shortly. :D

Any known issues with multiplayer? I play solo, but for those out there that don't I figured I'd ask.
by GameCharmer
Sun Apr 24, 2016 3:07 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287599

Re: [MOD 0.12.x] Landfill (2.1.7)

What happens when a server with limited ram fills up due to this mod? Dropping the water be gone into an 'ocean sized' water area causes the ram to spike through the roof. https://content-na.drive.amazonaws.com/cdproxy/templink/OvbZan_O9SJyQkDKDvnIr53wId2gH_OO0NRtVz725MULAYspN/alt/thumb?viewBox=120...
by GameCharmer
Sat Apr 23, 2016 3:32 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 271310

Re: [MOD 0.12.x] The Fat Controller. Remote train management

@GameCharmer, @lopezcesar26: The line numbers make no sense for halfway up to date versions, i'm assuming you are using fairly old versions (from Factoriomods.com ?) Holy crap was that an old version. I was still on 0.3.23. I've been around for a while, it was just a mod that hasn't broken or cause...

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