I'ts a shame to see this mod and others from this author have seem to have been abandoned.
Thanks to others that have found ways to fix the issues with lower res graphics.
Search found 20 matches
- Sat Jan 05, 2019 4:48 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 175859
- Fri Mar 16, 2018 12:46 am
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
Mod has been released https://mods.factorio.com/mod/plc
- Fri Mar 16, 2018 12:45 am
- Forum: Mods
- Topic: [MOD 0.16] PLC (Programmable Logic Controller)
- Replies: 1
- Views: 1436
[MOD 0.16] PLC (Programmable Logic Controller)
Title: Programmable Logic Controller Unit
Short Description: Manipulate your signals just like a PLC
Name: plc
Mod State: Alpha
Downloads: Mod Portal
Source: GitHub
Long Description
Programmable Logic Controller takes circuit network inputs and uses them in a small program then outputs ...
Short Description: Manipulate your signals just like a PLC
Name: plc
Mod State: Alpha
Downloads: Mod Portal
Source: GitHub
Long Description
Programmable Logic Controller takes circuit network inputs and uses them in a small program then outputs ...
- Fri Mar 02, 2018 1:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 76128
Re: [MOD 0.14] AAI Vehicles: Miner
PM'd you the links and i think ive found where the problem may lie
as i said in the pm the pathing seems to reset when it starts burning a new bit of fuel.
as i said in the pm the pathing seems to reset when it starts burning a new bit of fuel.
- Tue Feb 27, 2018 1:33 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 40562
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
I have loaded Stickynotes 2.1.3 into 0.16.24 and hammered it to work
there was quite a few changes and i dont think it looks quite right but it works
info.json
Line 8 change version to "0.16"
prototypes/styles.lua
Line 26 change to parent="frame",
Line 58 change to parent="label",
Line 106 ...
there was quite a few changes and i dont think it looks quite right but it works
info.json
Line 8 change version to "0.16"
prototypes/styles.lua
Line 26 change to parent="frame",
Line 58 change to parent="label",
Line 106 ...
- Tue Feb 27, 2018 10:56 am
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
Well here it is.
Criticism, Comments, Tips etc are welcome since this is the first mod I have actually written I'd like to know where i stuffed it up- Tue Feb 27, 2018 10:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 76128
Re: [MOD 0.14] AAI Vehicles: Miner
I can't recreate the problem, and also the code that I thought might be causing issues can only run when a path is incomplete.
Maybe the miners is trying to get somewhere but the pathfinding is failing (maybe the destination is blocked by another miner?).
Or maybe another controller somewhere is ...
Maybe the miners is trying to get somewhere but the pathfinding is failing (maybe the destination is blocked by another miner?).
Or maybe another controller somewhere is ...
- Tue Feb 27, 2018 10:30 am
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
I had a very similar idea but abandoned it since it was too big. Basically it is executing lua in lua via loadstring. So a player can code any behavior he wants.
I thought about making an API that will allow script to retrieve data or interact with game state in a non-cheaty way. [Also I tried to ...
I thought about making an API that will allow script to retrieve data or interact with game state in a non-cheaty way. [Also I tried to ...
- Sun Feb 25, 2018 1:53 am
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
Ok another update since i've had some time to play a game with the new mod and have found some usability issues, mostly just i'ts "clunkyness"
The graphics, albeit simple, are usable as it stands and i have added a lot of tool-tips to hopefully help
If anyone's interested i should have a release ...
The graphics, albeit simple, are usable as it stands and i have added a lot of tool-tips to hopefully help
If anyone's interested i should have a release ...
- Sun Feb 25, 2018 1:49 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 76128
Re: [MOD 0.14] AAI Vehicles: Miner
It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes
No, I think that's a bug with aai-programmable-vehicles ...
No, I think that's a bug with aai-programmable-vehicles ...
- Thu Feb 22, 2018 11:40 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 76128
Re: [MOD 0.14] AAI Vehicles: Miner
It's probably something I am doing wrong or the derpy biter pathfinding but when i try to manually shift miner using the remote controller the miner moves around 4-8 tiles then stops dead like its finished and that green path line vanishes
- Wed Feb 21, 2018 2:51 pm
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
Ok another update.. i know but I'm getting excited
Graphic:
Tech Graphic: - also the same as the item icon
Graphic:
Graphic
I think the base might be a bit tall and I'm not really happy with the texture but it's a startTech Graphic: - also the same as the item icon
Tech Graphic
- Wed Feb 21, 2018 1:32 pm
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
Good news is..... I'm kind of happy with the status of the mod to call it alpha.
There is some graphics - albeit probably crap and I'm open to suggestions / someone more creative to do them better
It doesn't crash the moment you breathe on it
Bad news is there is still no manual or instructions ...
There is some graphics - albeit probably crap and I'm open to suggestions / someone more creative to do them better
It doesn't crash the moment you breathe on it
Bad news is there is still no manual or instructions ...
- Wed Feb 21, 2018 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] Word wrap on textbox moves cursor to the wrong place
- Replies: 2
- Views: 3233
Re: [wheybags] Word wrap on textbox moves cursor to the wrong place
Ah excellent so it wasn't just me.
- Wed Feb 21, 2018 1:16 am
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Re: Another "do everything..almost" mod
I'm currently polishing up some graphics for it which has been a fun challenge having never used blender before, granted i have quite a background in 3D design and printing just not rendering.
I'm keen to hear what improvements you had in mind for the UI specifically since this has been quite a ...
I'm keen to hear what improvements you had in mind for the UI specifically since this has been quite a ...
- Sun Feb 18, 2018 3:40 pm
- Forum: Mods
- Topic: Another "do everything..almost" mod
- Replies: 10
- Views: 4862
Another "do everything..almost" mod
Long story...
So i was having a good play with the AII vehicles and AII structures mods and i found myself needing something _more_
to control things how id like would take enourmous amounts of combinator logic. so off i went to find something that could help
i tried microcontroller mod, i tried ...
So i was having a good play with the AII vehicles and AII structures mods and i found myself needing something _more_
to control things how id like would take enourmous amounts of combinator logic. so off i went to find something that could help
i tried microcontroller mod, i tried ...
- Sun Feb 18, 2018 5:03 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] Word wrap on textbox moves cursor to the wrong place
- Replies: 2
- Views: 3233
[wheybags] Word wrap on textbox moves cursor to the wrong place
I have not been able to find another post about this so I've inevitably decided to make my first report.
When typing into a textbox that happens to force a wordwrap the cursor/caret then ends up in a very wrong spot as shown in this short video
https://youtu.be/lp1sFU_deuQ
Has anyone else seen ...
When typing into a textbox that happens to force a wordwrap the cursor/caret then ends up in a very wrong spot as shown in this short video
https://youtu.be/lp1sFU_deuQ
Has anyone else seen ...
- Mon Feb 12, 2018 2:53 am
- Forum: Mods
- Topic: [MOD 0.15] Computer Mods
- Replies: 7
- Views: 5905
Re: [MOD 0.15] Computer Mods
Excellent mod just one question, how quickly does the code actually execute?
does it run as much as it can during a single tick? eg until os.wait() is called
I'd like to know if it is possible to write out "1 tick" outputs as i have a use that would require being able to send a stream of signals
does it run as much as it can during a single tick? eg until os.wait() is called
I'd like to know if it is possible to write out "1 tick" outputs as i have a use that would require being able to send a stream of signals
- Sat Jan 13, 2018 3:13 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 175859
Re: [MOD 0.16.x]Factorio Extended 0.3.1
I also had this and upon a quick look it is looking for the file roboport-base-patch-mk2.pngfixterjake wrote:
Getting this error on startup, running on 0.16.10
where-as the file name is actually roboport-base-mk2-patch.png
- Fri Feb 24, 2017 12:43 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 165319
Re: GreyGoo Mk I: A self-expanding factory
I have to say i have spent the good portion of the last 3 days furiously studying this gamechanger and looking how to use this for other expansion methods. i must say this is genius.
Now i have it loaded with some other mods, namely FactorioExtended, that allows me to use roboport mk2(huge range ...
Now i have it loaded with some other mods, namely FactorioExtended, that allows me to use roboport mk2(huge range ...