Search found 34 matches
- Sun Aug 07, 2016 7:38 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 178679
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
hello, great mod, i love playing it and am looking forward to the next update, one small problem i have found is that with the mark 2 and mark 3 wagons they do not sit right on the track compared to the normal wagon, instead of 1 space between them there are 2 spaces, is this intended or a bug?
- Sun Aug 07, 2016 1:00 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 253564
Re: [MOD 0.12.x] Autofill
thank you for the update it was very helpful and makes my game really fun to play
- Wed Aug 03, 2016 7:29 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 253564
Re: [MOD 0.12.x] Autofill
thank you very muchlyNexela wrote:Added to my todo list. I will take a peek at it sometime this week.
- Wed Aug 03, 2016 6:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 253564
Re: [MOD 0.12.x] Autofill
Would anyone be interested in a feature that will refill the item held in your hand if its available in your current vehicles inventory? And if so should it refill the stack every time an item is placed or only when the last item is placed?
sounds good, also while i am here can i please ask you ...
sounds good, also while i am here can i please ask you ...
- Tue Jul 05, 2016 1:34 pm
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Mining mod
- Replies: 46
- Views: 48670
Re: [0.12.x][0.12.4]Bob's Mining mod
i had a look around my game, i tired to run the command to turn the pump jacks off and go back to the water pump but it does not work in my game, it looks like ground-water is not a resource in my game even though rso does have it in the config for bob's, i am not entirely sure but i am using 3 or ...
- Tue Jul 05, 2016 12:58 am
- Forum: Bob's mods
- Topic: [0.12.x][0.12.4]Bob's Mining mod
- Replies: 46
- Views: 48670
Re: [0.12.x][0.12.4]Bob's Mining mod
hello, when i tried the command in my game it gave me the error sayiong that ground-water (a nil walue), just wondering what i have done wrong, also do the water pump jacks work on a water well?, and how do i turn that on?
- Thu Mar 17, 2016 1:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 253564
Re: [MOD 0.12.x] Autofill
Hello, love this mod, i was wondering if you could add the magazines and turrets from factoio extended to this mod please, also i dont know if this is a bug but you have the turert from ammobox setup in the files but it does not actually autofill, is it because of yhe requester chest in the gun?,
- Sat Jan 23, 2016 10:25 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 214127
Re: Bob mods for 0.12
hey, i love this set of mods and use it all the time now, i was wondering if it would be possible to change the icons for the area miners so they are easy to tell difference from normal miners, also mabe put a number on the normal and area miners so they change be seen?
- Sun Oct 25, 2015 8:33 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 39502
Re: [0.12.X] TimeButtons
to get it to work in 12.12 a quick fix would be to open the control.lua on speedbuttons in notepad or something like it and then find and replace game.on with script.on, as far as i can see it works well
the only problem with it is that you dont have the menu's for the controls, hopefully the ...
the only problem with it is that you dont have the menu's for the controls, hopefully the ...
- Sun Aug 23, 2015 11:47 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 123811
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
you are correct, maybe when i start a new game i will give it a gobobingabout wrote: you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible.
- Fri Aug 21, 2015 4:47 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 123811
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
thats correct, and because of this you need to have the override turned off atm, the bad thing about this is that you lose some of the dytech stuff like higher count for belts and the ability to build 3 item recipes in the assembler 1
- Thu Aug 20, 2015 6:55 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 237609
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
i am also have the same issue, the button is not showing up to change preferences
- Thu Aug 20, 2015 6:25 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.6] Bob's Electronics
- Replies: 191
- Views: 123811
Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics
hello, great set of mods and i am really enjoying them, i have found a slight issue though, if you have dytech installed and don't turn off the override on, you cant make basic mining drill and some of the other basic equipment without getting to the 2nd level circuits, can this be fixed or will i ...
- Sun Aug 09, 2015 7:26 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 368661
Re: [MOD 0.12.x] Treefarm REDUX
hey i was playing treefarm with a few other mods and this happened
- Thu Jul 30, 2015 12:50 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 213234
Re: [0.12.x] RSO Discussion thread
hello, love this mod, its especially good now with being able to use the map creation to change the ores, would it be possible to add Dark Matter Replicators mod to the list of supported mods?
- Sat Jul 25, 2015 11:51 am
- Forum: Mods
- Topic: [12.?] Item Collector
- Replies: 0
- Views: 2817
[12.?] Item Collector
Item Collector mod updated for 0.12
link https://forums.factorio.com/forum/vie ... +collector
only basic testing done
link https://forums.factorio.com/forum/vie ... +collector
only basic testing done
- Thu Jul 23, 2015 10:16 am
- Forum: Mods
- Topic: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
- Replies: 13
- Views: 21928
- Thu Jul 23, 2015 6:37 am
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 47629
Re: [MOD 0.11.x] Item Collectors
Excellent mod, any chance you will upgrade it to run in 0.12?
*****Update*****
i begged a friend of mine to help and we managed to get it working, here is a link to the unofficial update
https://forums.factorio.com/forum/viewtopic.php?f=120&t=14062
Rseding91, please feel free to use the ...
*****Update*****
i begged a friend of mine to help and we managed to get it working, here is a link to the unofficial update
https://forums.factorio.com/forum/viewtopic.php?f=120&t=14062
Rseding91, please feel free to use the ...
- Thu Jul 23, 2015 2:06 am
- Forum: Mods
- Topic: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
- Replies: 13
- Views: 21928
Re: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
hey, i really like this mod, thank you for making it, i was wondering if you were planning to upgrade it to 0.12?
- Mon Jul 20, 2015 11:38 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 214127
Re: Bob mods for 0.12
okay just had a friend who is a programmer look at it and we have got it working with this temporary workaround
in the info.json file of the treefarm ac, replace the dependencies line with
"dependencies": ["base >= 0.12.0","Treefarm-Lite >= 0.2.0", "? bobwarfare"],
and it will work, not sure ...
in the info.json file of the treefarm ac, replace the dependencies line with
"dependencies": ["base >= 0.12.0","Treefarm-Lite >= 0.2.0", "? bobwarfare"],
and it will work, not sure ...