Search found 79 matches

by Roktaal
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: 270506

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": ...
by Roktaal
Mon May 02, 2016 9:54 pm
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 56052

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...
by Roktaal
Mon May 02, 2016 6:48 pm
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 56052

Re: [MOD 0.12.x] Left-Right Load Balancer

Qon wrote:... I haven't tried the mod ...
Maybe you should have tried it before asking anything?
by Roktaal
Mon May 02, 2016 1:21 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39563

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 ...
by Roktaal
Mon May 02, 2016 8:44 am
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39563

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...
by Roktaal
Mon May 02, 2016 12:06 am
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39563

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...
by Roktaal
Sun May 01, 2016 9:50 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39563

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
by Roktaal
Fri Apr 29, 2016 9:18 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48477

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.
by Roktaal
Fri Apr 29, 2016 5:14 pm
Forum: Releases
Topic: Version 0.12.32
Replies: 22
Views: 21065

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.
by Roktaal
Thu Apr 28, 2016 4:57 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120270

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.

Image

You can even use an used blueprint but you will need one Electronic circuit in your inventory so the mod can clear it.
by Roktaal
Wed Apr 27, 2016 4:08 am
Forum: Mods
Topic: [MOD 0.13.x] True Long Reach
Replies: 20
Views: 14012

Re: [MOD 0.12.x] True Long Reach

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)
Config files that modify the game therefore mods.
http://www.oxforddictionaries.com/defin ... h/mod#nav3
by Roktaal
Wed Apr 27, 2016 4:02 am
Forum: Mods
Topic: [MOD 0.13.x] True Long Reach
Replies: 20
Views: 14012

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.
by Roktaal
Tue Apr 26, 2016 4:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Assembler Light
Replies: 16
Views: 22549

Re: [MOD 0.12.x] Assembler Light

By adding

Code: Select all

light = {intensity = 1, size = 6, shift = { .75, 1.15 }}
to the end of each, you can make it glow as well

Image
by Roktaal
Tue Apr 26, 2016 8:57 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209333

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 ...
by Roktaal
Tue Apr 26, 2016 1:08 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 209333

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
by Roktaal
Mon Apr 25, 2016 3:57 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88265

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.
by Roktaal
Sun Apr 24, 2016 8:47 pm
Forum: Mods
Topic: [MOD 0.13.x] Shuttle Train v1.1.0
Replies: 46
Views: 39563

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...
by Roktaal
Sun Apr 24, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.12.x] Unminable Robots
Replies: 1
Views: 2101

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
by Roktaal
Sun Apr 24, 2016 5:48 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88265

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...
by Roktaal
Sat Apr 23, 2016 10:07 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88265

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...

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