Search found 79 matches
- Tue May 03, 2016 11:47 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 289363
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.13
base 12.29 + various mods { "mods": [ { "name": "base", "enabled": "true" }, { "name": "advanced-logistics-system", "enabled": "true" }, { "name": "AdvancedEquipment", "enabled": ...
- Mon May 02, 2016 9:54 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 60032
Re: [MOD 0.12.x] Left-Right Load Balancer
Qon I don't take sides but my own. You are commenting in such a way that it creates an unfriendly atmosphere that caused the OP to remove dl link. Now despite his move being childish it's his work and he can do whatever he likes. We all should drop down the ball and be more constructive when comment...
- Mon May 02, 2016 6:48 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Left-Right Load Balancer
- Replies: 82
- Views: 60032
Re: [MOD 0.12.x] Left-Right Load Balancer
Maybe you should have tried it before asking anything?Qon wrote:... I haven't tried the mod ...
- Mon May 02, 2016 1:21 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 42037
Re: [MOD 0.12.x] Shuttle Train v1.0.1
first, here, you're adding the button to all player even those not in the force that did the research Good point. This should be better... script.on_event(defines.events.on_research_finished, function(event) addPlayerGui(game.get_player(event.player_index), event.research.name) end) errr ... sorry ...
- Mon May 02, 2016 8:44 am
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 42037
Re: [MOD 0.12.x] Shuttle Train v1.0.1
first, here, you're adding the button to all player even those not in the force that did the research Good point. This should be better... script.on_event(defines.events.on_research_finished, function(event) addPlayerGui(game.get_player(event.player_index), event.research.name) end) seccound, inste...
- Mon May 02, 2016 12:06 am
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 42037
Re: [MOD 0.12.x] Shuttle Train v1.0.1
This is a simple solution: I've added script.on_event(defines.events.on_research_finished, function(event) for player_index, player in pairs(game.players) do addPlayerGui(player, event.research.name) end end) and changed function addPlayerGui to function addPlayerGui(player, research_name) if (playe...
- Sun May 01, 2016 9:50 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 42037
Re: [MOD 0.12.x] Shuttle Train v1.0.1
Check my Mod Iconizer. It handles research in a fairly simple way altho it doesn't handle players changing force
- Fri Apr 29, 2016 9:18 pm
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 52204
Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1
When using exclude mode it is not possible to deconstruct stone and concrete tiles. On normal mode it is.
- Fri Apr 29, 2016 5:14 pm
- Forum: Releases
- Topic: Version 0.12.32
- Replies: 22
- Views: 22090
Re: Version 0.12.32
That happens when you change something that works. In < 0.12.31 blueprints were working as intended. Had no issues whatsoever. Now they are all over the place.
- Thu Apr 28, 2016 4:57 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 129165
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1
Place an empty blueprint to your toolbelt and click on "l" to the left of the blueprint name on the list.
You can even use an used blueprint but you will need one Electronic circuit in your inventory so the mod can clear it.
You can even use an used blueprint but you will need one Electronic circuit in your inventory so the mod can clear it.
- Wed Apr 27, 2016 4:08 am
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 15013
Re: [MOD 0.12.x] True Long Reach
Config files that modify the game therefore mods.seronis wrote:No. In essense neither of them are even mods. They're just config files already. (thats not a bad thing. Its very useful)
http://www.oxforddictionaries.com/defin ... h/mod#nav3
- Wed Apr 27, 2016 4:02 am
- Forum: Mods
- Topic: [MOD 0.13.x] True Long Reach
- Replies: 20
- Views: 15013
Re: [MOD 0.12.x] True Long Reach
In essence this is a duplicate mod.
What the author of this one should have done is create a github pull request on the original mod and add a config file, not create a new mod.
What the author of this one should have done is create a github pull request on the original mod and add a config file, not create a new mod.
- Tue Apr 26, 2016 4:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Assembler Light
- Replies: 16
- Views: 23546
Re: [MOD 0.12.x] Assembler Light
By adding
to the end of each, you can make it glow as well
Code: Select all
light = {intensity = 1, size = 6, shift = { .75, 1.15 }}
- Tue Apr 26, 2016 8:57 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 226275
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Update your client to latest version and everything will be fine Except maybe some of your aother 15ish mods will stop working :) Oh yea then he will have to update the client and all his mods. If some the mods he is using is not updated by the author then he will have to learn lua and update them ...
- Tue Apr 26, 2016 1:08 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 226275
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Thread title says it all. This mod requires at least Factorio 0.12.16. Update your client to latest version and everything will be fine
- Mon Apr 25, 2016 3:57 am
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 94157
Re: [MOD 0.12.x] Robot Mining Site 0.2.1
Indeed I used 0.2.0 once but reverted back to 0.1.3 because I got that error. Later, to reproduce the error for this bug report, I installed 0.2.0 again.
- Sun Apr 24, 2016 8:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 42037
Re: [MOD 0.12.x] Shuttle Train 0.0.2
So i uploaded the mod to my .29 headless client and started it up it only shows 2 stations atm but i have more in my network Not shure if it is releated to multiplayer but i guess. Will test more ;D Cancel this. Stations from the Smart Trains mod are not recognized as stations and as such are not l...
- Sun Apr 24, 2016 7:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Unminable Robots
- Replies: 1
- Views: 2266
Re: [MOD 0.12.x] Unminable Robots
Would be cool to have a gui button to toggle it on or off. Sometimes I need to pickup robots by hand
- Sun Apr 24, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 94157
Re: [MOD 0.12.x] Robot Mining Site 0.2.0
Hmm I think I know what the problem is with Research queue mod. However for the other problem can you upload a savegame with mods? Would help a lot :) /edit2: It would already help a lot if you just tell which mods you use together with which resources are nearby the robot mining site when you plac...
- Sat Apr 23, 2016 10:07 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 94157
Re: [MOD 0.12.x] Robot Mining Site 0.2.0
Getting error when trying to place the mining pylon. Old save so I picked up the pylons from ground and tried to place them (after researching the tech) http://i.imgur.com/Ss90l7A.png Edit: Removed Research Queue mod, re-saved, installed RQ again and now all is working fine Request: Make mining bots...