Search found 12 matches

by Kelmoir
Fri May 06, 2016 9:27 am
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.4

Sorry for the long absence, but as I said, lots of stuff to do.

Fixed the bug, thanks Simcra.
And usually I do check, if a player is connected. In this case it wasn't even there to begin with.
by Kelmoir
Wed Apr 06, 2016 6:52 pm
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.2

Well, accessing the moon of the planet (for now I just call it mun) you stranded upon is actually one of my goals. But don't ask me how long it will take.
Since I got a full time job, doing quite some other stuff besides that.
And for the transition I aim for some remote controlled "robot", with ...
by Kelmoir
Sun Apr 03, 2016 12:37 pm
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.1

Whow Wiloxe,

I don't yet fully know everything that needs to work on multi player. But it is intended to get it working there.
And I tried to lay it out in an fashion, where it should theoretically should work.
I just need to be able to test it on multi player. And fix those bugs.

The one with ...
by Kelmoir
Thu Mar 31, 2016 7:31 pm
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.1

Yes, SuicidalKid, this is the mod so far.

Next thing on the list is the cargo manifest building, so that you can automate the cargo pod building.
By being able to read out storage and demmand of the orbit with your logistics network.
The moon howether, will take quite some time to get done.
by Kelmoir
Mon Mar 28, 2016 6:47 am
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.1

Supercheese:
I fixed it. Things worked weird with the requirements on initial load. New version is linked in the first post. Couldn't give it an entire test, because I didn't yet tried multiplayer. And I didn't yet research what I need for that.

And in general, you can add in the mod later on into ...
by Kelmoir
Sun Mar 27, 2016 9:30 pm
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

Re: [Mod 0.12.29] Space Factorio 0.2.0

Well, it is about space, but not more like the devs plan than that.
I do not try to build any sort of an platform, or the other things they wrote about.
If it would be the same thing, as in their thought, then I would not have done it.
Just to make it obvious ;).
by Kelmoir
Sun Mar 27, 2016 7:53 pm
Forum: Mods
Topic: [Mod 0.12.29] Space Factorio 0.2.4
Replies: 27
Views: 17058

[Mod 0.12.29] Space Factorio 0.2.4

Space Factorio

A mod about changing the current endgame into a much longer game to play.

Details:

Name: Space Factorio
Factorio-Version: 0.12.29
Description: After the first satellite things change. More rockets, more purpose to them.
License: MIT license
Release: 2016-03-27
Download ...
by Kelmoir
Sun Mar 20, 2016 2:12 pm
Forum: Outdated/Not implemented
Topic: Change the no satellite warning
Replies: 2
Views: 1507

Re: Change the no satellite warning

Indeed, Koub.
Your idea is much cleaner.

That made me already think about something. Why do inserters add a satellite automatically as the charge, and not things like rocket fuel.
by Kelmoir
Sun Mar 20, 2016 6:51 am
Forum: Outdated/Not implemented
Topic: Change the no satellite warning
Replies: 2
Views: 1507

Change the no satellite warning

Hello,

I understand the point of letting the players know, when they launched a rocket without a payload.
But having that warning just focus on satellites is bothering, when you use mods, that add different payloads.
With the Ion cannon mod it is bearable, but with the one I am currently working on ...
by Kelmoir
Sat Mar 12, 2016 11:15 am
Forum: Modding help
Topic: -solved- Issues with recipes
Replies: 7
Views: 2556

Re: Issues with recipes

Oh my....

I did even always run the
for i, player in ipairs(game.players) do player.force.reset_recipes() end
command at startup. Plus on my save the technology was always just about to be finished. I'll try again, with a sandbox save. Thanks, though.
The Idea with the green Biodome is nice. I ...
by Kelmoir
Sat Mar 12, 2016 7:34 am
Forum: Modding help
Topic: -solved- Issues with recipes
Replies: 7
Views: 2556

Re: Issues with recipes

Thanks for the Ideas so far.
I tried the change in the recipe, but it didn't change anything. I had more of an opinion about redundant information there anyways.
I did not edit the base data by any means. I actually did a copy of it to my development space.
And the console did not claim any error ...
by Kelmoir
Fri Mar 11, 2016 7:23 pm
Forum: Modding help
Topic: -solved- Issues with recipes
Replies: 7
Views: 2556

-solved- Issues with recipes

Hello,

I try to get into modding, and I wanted to create an "green" source for solid fuel as a start. I set up all the data, the game displays everything correctly, no errors, The technology is working....

But when I actually try to craft my algae farm (yes, there is an Item, recipe, entity,..) I ...

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