Search found 17 matches
- Mon Aug 29, 2016 8:48 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9940
Re: [MOD 0.14.x] SJT-DirtyOre
Fixed a bug where when a trace deposit dropped to the minimum yield value an error occured. If this bug is occurring for you and you are still playing the .13 Version of factorio: Download the 0.7.3 version of my mod for Factorio .14. Then open the info.json file in my mod's folder. Change "fac...
- Sun Aug 28, 2016 12:48 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9940
Re: [MOD 0.14.x] SJT-DirtyOre
Updated to 0.14.
I just changed the required factorio version and fired up a new game and loaded a save game, seems to work.
I just changed the required factorio version and fired up a new game and loaded a save game, seems to work.
- Sat Aug 27, 2016 1:27 pm
- Forum: Modding help
- Topic: Module in mod-factory
- Replies: 3
- Views: 1401
Re: Module in mod-factory
[...] EDIT: Or are you making a custom factory and it's the factory that won't accept the module? This. Sorry I should have been more precise. My custom factories don't take the Vanilla modules. This ist the full code for the factory { type = "assembling-machine", localised_name = "F...
- Sat Aug 27, 2016 8:39 am
- Forum: Modding help
- Topic: Module in mod-factory
- Replies: 3
- Views: 1401
Module in mod-factory
Hi for some reason I can't use modules in my factory. Speed module can't be used in FOO Right now I have: module_specification = { module_slots = 2 }, allowed_effects = {"productivity", "speed", "pollution"}, What else do I need to be able to put the modules in the enti...
- Thu Aug 25, 2016 5:27 pm
- Forum: Modding help
- Topic: [solved] Detecting liquid usage in steam engine
- Replies: 2
- Views: 1228
Re: Detecting liquid usage in steam engine
Did it. Thank you very much.Klonan wrote:I do something similar in my diesel generator mod, this is the relevant code:
- Mon Aug 22, 2016 2:14 pm
- Forum: Ideas and Suggestions
- Topic: Making nuclear reactors interesting (and thus fun)
- Replies: 9
- Views: 3278
Re: Making nuclear reactors interesting (and thus fun)
It would also have been reasonable to assume that the high-tech nation Japan has its reactors under control - so I'm totally in camp meltdown.
I do however quite like the idea that nuclear reactors don't respond quickly to consumption changes.
I do however quite like the idea that nuclear reactors don't respond quickly to consumption changes.
- Mon Aug 22, 2016 1:56 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 60968
Re: [MOD 0.12.26] Laser Beam Turret
Absolutely love this.
This should totally be how laser turrets shoot in __base__.
This should totally be how laser turrets shoot in __base__.
- Mon Aug 22, 2016 1:37 pm
- Forum: Modding help
- Topic: tech to change a recipe
- Replies: 1
- Views: 1043
Re: tech to change a recipe
Most of the stuff is read only. I'd assume you need to disable the old recipe (listen in control.lua to the on_research_finished and set the enabled flag of the old recipe to false) and add a new expensive recipe with the research. Relevant API pages: http://lua-api.factorio.com/0.13.17/LuaRecipe.ht...
- Mon Aug 22, 2016 10:28 am
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9940
Re: [MOD 0.13.x] SJT-DirtyOre
Could you elaborate on that: [...] of ores that don't spawn so there isn't a bunch of recipes that aren't relevant. [...] What mods are you using and what ore doesn't spawn? It seems strange to me that a mod brings an ore that doesn't spawn. Perhaps you could attach a screenshot? I'm just saying wh...
- Mon Aug 22, 2016 10:08 am
- Forum: Modding help
- Topic: [solved] Detecting liquid usage in steam engine
- Replies: 2
- Views: 1228
[solved] Detecting liquid usage in steam engine
My mod introduces wastewater that can either be cleaned in a wastewater treatment plant or dumped into the environment via an outlet. Dumping it into the environment causes massive polution. However it is easy to cheat the system and simply use the wastewater for power generation. Is there a way to ...
- Mon Aug 22, 2016 12:19 am
- Forum: Modding help
- Topic: Dynamic icon creation
- Replies: 7
- Views: 3534
Re: Dynamic icon creation
There's no icon editing functionality in the game. You can use layers and masks to comprise entity graphics, but same functionality for icons was not implemented. Actually this works in the latest version. No clue when this was added but you can now use an icons property instead of icon and this ca...
- Mon Aug 22, 2016 12:12 am
- Forum: Texture Packs
- Topic: [Request] Factory buildings (SJT Dirty Ore)
- Replies: 2
- Views: 2977
Re: [Request] Factory buildings (SJT Dirty Ore)
I was acting under the impression that you had made the conscious choice to release your work into the commons to allow reusing by the community.
I'm sorry if this was not ment in that way.
See PM.
I'm sorry if this was not ment in that way.
See PM.
- Tue Aug 16, 2016 1:14 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9940
Re: [MOD 0.13.x] SJT-DirtyOre
Could you elaborate on that: [...] of ores that don't spawn so there isn't a bunch of recipes that aren't relevant. [...] What mods are you using and what ore doesn't spawn? It seems strange to me that a mod brings an ore that doesn't spawn. Perhaps you could attach a screenshot? [...] Also the name...
- Sun Aug 14, 2016 9:34 pm
- Forum: Modding help
- Topic: Dynamic icon creation
- Replies: 7
- Views: 3534
Dynamic icon creation
I am dynamically creating items in my mod.
As far as I know I need to default for generic icons (e.g. those already in base).
Is there any way to dynamically create icons on launch up - for example by overlaying two icons over another?
As far as I know I need to default for generic icons (e.g. those already in base).
Is there any way to dynamically create icons on launch up - for example by overlaying two icons over another?
- Sun Aug 14, 2016 9:02 pm
- Forum: Texture Packs
- Topic: [Request] Factory buildings (SJT Dirty Ore)
- Replies: 2
- Views: 2977
[Request] Factory buildings (SJT Dirty Ore)
I suck at graphics. I tried a recolouring of the vanilla assembling machine and it looked like ass. So it would be really nice if someone who has more talent than I have could help me out. Right now I am reusing graphics of another mod that have been released under CC. Don't get me wrong the stuff t...
- Sun Aug 14, 2016 7:56 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SJT-DirtyOre
- Replies: 16
- Views: 9940
[MOD 0.14.x] SJT-DirtyOre
Type: Mod Name: Dirty Ore Description: Adds dynamically created contaminated ores. Ore processing. More chemical plants and refineries. Features can be toggled with config file. Should work with (almost) all mod ores, conditional recipes if bobmods is present. License: CC BY-NC 4.0 (https://creative...
- Sun Aug 14, 2016 7:55 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 463
- Views: 305478
Re: Just bought the game; What were Your first impressions?
Yay awesome.
This post is so I can post my mod url.
This post is so I can post my mod url.