Search found 44 matches

by nmid
Sat Jul 02, 2016 9:28 pm
Forum: Mod portal Discussion
Topic: IDEA: Background installing of mods + Multi select mods
Replies: 0
Views: 306

IDEA: Background installing of mods + Multi select mods

I know there are a lot of suggestions (I skim read 15 of the current 22, before I stopped). Didn't see these suggstions, or might have missed it... Either way, 1. Allow background installing of mods while continuing to browse mod list. 2. Show if a mod has been installed or not, on the browse mod li...
by nmid
Sat Jun 18, 2016 9:38 am
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 131
Views: 52347

Re: [MOD 0.12.12+] ModuleInserter 0.1.33

Are they the existing modules being replaced in the assemblers?
Their is currently no animation for the return of the old modules, they just appear in your inventory.
by nmid
Mon Jun 13, 2016 6:12 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 80569

Re: Version 0.12.35

even if mods aren't used, a simple editing of the core files will get you Overpowered or ultra cheap items. Not sure how you can keep a player who wants an advantage away from getting those achievements. Personally, it's going to be more of a challenge for myself to get those achievements in a regul...
by nmid
Fri Jun 10, 2016 7:12 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 180
Views: 73935

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21

Thank you for this. I wasn't able to figure out how to import blueprints from multiple worlds into one game. This helped: If you have a blueprint file you want to import, open it in notepad, copy the text, paste it into the text field and click import. Updated for 0.12 . All thanks go to Choumiko. F...
by nmid
Thu Jun 09, 2016 1:52 pm
Forum: Ideas and Suggestions
Topic: Blueprints and Concrete/Stone on the ground
Replies: 6
Views: 3774

Re: Blueprints and Concrete/Stone on the ground

While surfing reddit, I came across someone suggesting a workaround. Got to test it in game. https://www.reddit.com/r/factorio/comments/3so4vh/adding_concrete_or_flooring_to_blueprints/ [–]Starch_Potato[S] Blueprinting items will only allow flooring to be captured if no other objects or ghosted obje...
by nmid
Wed Jun 08, 2016 7:19 pm
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 84223

Re: Configuration & usage

From your 1st post - regarding the save file:
The selected attachment does not exist anymore.
by nmid
Mon Jun 06, 2016 3:06 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163400

Re: [MOD 0.12.30+] SmartTrains 0.3.82

I've been trying to go through the 35 pages, but after each page I want to get back into the game :p This mod sure is a lot of fun. A few comments while I was going through the thread.. 1st 12 pages so far. A quick howto on trainlines: (SNIP) If the normal waiting time is passed the train will still...
by nmid
Sun Jun 05, 2016 7:44 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163400

Re: [MOD 0.12.30+] SmartTrains 0.3.82

Thank you so much for that pic. You not only solved my problem, but also ensured that I'll be able to check dependencies on my own next time. I didn't realise/notice the mod dependencies (optional/supported) ">" indicated what minimum version you should have, if you have a related mod installed. Tha...
by nmid
Sun Jun 05, 2016 3:59 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 41387

Re: [MOD 0.12.33] Logistics Railway 1.0.8

{ "mods": [ { "name": "base", "enabled": "true" }, { "name": "Power armor mk3", "enabled": "true" }, { "name": "actuator", "enabled": "true" }, { "name": "additionaloilrefineries", "enabled": "true" }, { "name": "advanced-logistics-system", "enabled": "true" }, { "name": "air-filtering", "enabled":...
by nmid
Sun Jun 05, 2016 3:56 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163400

Re: [MOD 0.12.30+] SmartTrains 0.3.82

UI to toggle Autorefuel and Autodepart per train (opens when you open the standard train UI) UI for Autorefuel/-depart settings (Button "ST-Settings" at the top left corner when train or train-stop gui is open) I know i'm probably missing something basic, but how do I open up the UI? I can't seem t...
by nmid
Sat Jun 04, 2016 4:12 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 41387

Re: [MOD 0.12.33] Logistics Railway 1.0.8

Nope, not using squeak through. Very funny btw, i was just looking through your mod list in the signature and was looking at that very mod (first mod I selected in your list). Lol. Anyway, on my phone. When I get home, I'll post the mods I'm using, plus test more. Where is the complete list of runni...
by nmid
Sat Jun 04, 2016 4:06 am
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 41387

Re: [MOD 0.12.33] Logistics Railway 1.0.8

Yup, i copy pasted the settings to all 5 tracks, rechecked individually, made sure train was running and even made sure that the wagon was properly aligned. The first two wagons (on storage tracks) + active provider chests worked fine, but the third wagon on requester track + near by storage chest d...
by nmid
Fri Jun 03, 2016 4:56 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 41387

Re: [MOD 0.12.33] Logistics Railway 1.0.8

I just want a smooth loading and unloading dock. The unloading docks work fine, but the loading is giving me problems. The storage tracks + active provider chests work fine. However, active requester track + passive provider/storage chests doesn't seem to be working. Strange as I had my 1st two wago...
by nmid
Fri Jun 03, 2016 2:00 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 131
Views: 52347

Re: [MOD 0.12.12+] ModuleInserter 0.1.33

D'oh.
That 1st gif didn't load (slow connection or I just didn't notice) and I didn't realise I had to place it that way.
Works now, thanks for the very quick reply.
by nmid
Fri Jun 03, 2016 1:03 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 131
Views: 52347

Re: [MOD 0.12.12+] ModuleInserter 0.1.33

Is this mod working?
While I've set up the configuration correctly, when I place a mine, the modules don't get placed.

I'm in range of a bot network that has power + both construction + logistic bots .. AND I have my own personal roboport.

Still not working.
by nmid
Fri Jun 03, 2016 9:19 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163400

Re: [MOD 0.12.30+] SmartTrains 0.3.82

flabort wrote:I'm guessing by the fact that the OP was last edited today, and the DemoSave was apparently "not downloaded yet", the demo save has been updated and you should try the new version. :D
I'm on .33 so I can't run the save file that's loaded with the experimental .35.

Perhaps later.
by nmid
Fri Jun 03, 2016 8:40 am
Forum: Mods
Topic: [MOD 0.12.x] Tanks! for Bob!
Replies: 29
Views: 21103

Re: [MOD 0.12.x] Tanks! for Bob!

Can I use this without Bob's mod? I haven't graduated to using the bigger mod packs yet and only basing my mods on the core dependencies. Yes you can, however it might be to overpowered. If you have time to try it let me know how it plays and send me some feedback. I can reduce the damage depending...
by nmid
Thu Jun 02, 2016 4:55 pm
Forum: General discussion
Topic: Update + pre-existing games with mods installed
Replies: 4
Views: 1309

Re: Update + pre-existing games with mods installed

Sounds great. Being used to Rimworld, Banished and loads of other games where updates invariably invalidate old mods, I'm pleasantly surprised to read that "most mods if they don't to any specific scripting will be compatible with 0.13 right off the bat." I just need to check which of my favorite mo...
by nmid
Thu Jun 02, 2016 2:45 pm
Forum: General discussion
Topic: Update + pre-existing games with mods installed
Replies: 4
Views: 1309

Update + pre-existing games with mods installed

With the new update coming out, is there a way to stop steam from auto-updating the game?

I have an existing map with a lot of mod dependencies.
Assuredly moving to .13 will break all the mods, which will in turn break my current save game.
Yikes!
by nmid
Thu Jun 02, 2016 1:28 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 163400

Re: [MOD 0.12.30+] SmartTrains 0.3.82

The demo save is giving an error..
Unknown key:"Error while running the on_init: __actuator__/control.lua:30: Force already exists"

and the mod requirements seems to need base 0.12.4.

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