Search found 8 matches

by Lupin
Wed Apr 27, 2016 9:14 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61073

Re: [MOD 0.12.x] K&L Inserters

Chaos234 wrote:Hey, I am thinkin about a translation into german but why are those inserters starts with "candles"?

I don't see anything related to a candle, only the research picture shows one.
K&L == "Ka" and "el" == candle
by Lupin
Sun Apr 24, 2016 5:22 pm
Forum: Not a bug
Topic: Requester chest content ignored in logistic network conditio
Replies: 7
Views: 4741

Re: Requester chest content ignored in logistic network conditio

Just having built a few hundred solar cells and capacitors myself, I think that should be changed or be made much more clear. I also thought this is a bug. I use the Factorio Extended mod ( https://forums.factorio.com/viewtopic.php?f=93&t=19836 ), which provides higher tiers of solar cells and c...
by Lupin
Tue Apr 19, 2016 4:17 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61073

Re: [MOD 0.12.x] K&L Inserters

2- Hmm, copying this may be possible. I'll think about this. But again same with the 1st answer; bug bash first, more features later. But yeah it can be done. 3- Nay, unfortunately. No solution for this, well there is one solution I can think of, but it will be the worst workaround that any gamer/m...
by Lupin
Thu Apr 14, 2016 6:35 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61073

Re: [MOD 0.12.x] K&L Inserters

This is really one of the essential mods and IMHO Factorio's inserters should have this abilties without any mod! Not only does it allow much more compact "factories" but with careful placement it can really make a difference when an inserter only has tu turn 45Β° instead of 180Β°. Since I t...
by Lupin
Sat Apr 09, 2016 6:27 pm
Forum: Mods
Topic: [MOD 1.1] Squeak Through 1.8.2
Replies: 115
Views: 119152

Re: [MOD 0.12.X] Squeak Through 1.0.1

I had problems with the dynamic code above with mods that add entities with a 0,0-collision box (like "Bio Farm" or "Powered Entities"). I got an error along the line "colliosion box must contain point {0,0}" I added the following lines checking, if the coordinate would...
by Lupin
Sat Apr 09, 2016 6:19 pm
Forum: Modding help
Topic: Replace entity in running game with entity from another mod
Replies: 4
Views: 3053

Re: Replace entity in running game with entity from another mod

Tripped up a little at first, because my roboports aren't stock either, so the filter didn't find their inventory of course, but in the end it's fine. Since I apparently don't value my games and overwrote my original save after I replaced the panels and accumulators (but before I turned my robots in...
by Lupin
Sat Apr 09, 2016 4:51 pm
Forum: Modding help
Topic: Replace entity in running game with entity from another mod
Replies: 4
Views: 3053

Re: Replace entity in running game with entity from another mod

Thanks! That worked for solar panels and accumulators. But when I do the same for robots, my personal laser defense starts attacking them! They've become enemies. And what would I do for the robots that currently aren't out but in the inventory of the robo ports?
by Lupin
Sat Apr 09, 2016 1:04 pm
Forum: Modding help
Topic: Replace entity in running game with entity from another mod
Replies: 4
Views: 3053

Replace entity in running game with entity from another mod

I have two mods that provide very similar additional things (in my case 5dim and FactorioBasics). I have built solar panels, accumulators, robots and a few other things from both to compare them, but now I have decided, which of those I want to use. Is there a way I can convert the entity of one of ...

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