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 ...
Search found 44 matches
- Sat Jul 02, 2016 9:28 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Background installing of mods + Multi select mods
- Replies: 0
- Views: 1134
- Sat Jun 18, 2016 9:38 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 103685
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.
Their is currently no animation for the return of the old modules, they just appear in your inventory.
- Mon Jun 13, 2016 6:12 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 161455
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 ...
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 ...
- Fri Jun 10, 2016 7:12 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 137493
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 ...
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 ...
- Thu Jun 09, 2016 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints and Concrete/Stone on the ground
- Replies: 6
- Views: 18292
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/
[β]Starch_Potato[S]
Blueprinting items will only allow flooring to be captured if no other objects or ghosted ...
Got to test it in game.
https://www.reddit.com/r/factorio/comments/3so4vh/adding_concrete_or_flooring_to_blueprints/
[β]Starch_Potato[S]
Blueprinting items will only allow flooring to be captured if no other objects or ghosted ...
- Wed Jun 08, 2016 7:19 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 153050
Re: Configuration & usage
From your 1st post - regarding the save file:
The selected attachment does not exist anymore.
The selected attachment does not exist anymore.
- Mon Jun 06, 2016 3:06 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 359364
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 ...
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 ...
- Sun Jun 05, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 359364
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 ...
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 ...
- Sun Jun 05, 2016 3:59 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 71679
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 ...
"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 ...
- Sun Jun 05, 2016 3:56 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 359364
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 ...
- Sat Jun 04, 2016 4:12 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 71679
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 ...
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 ...
- Sat Jun 04, 2016 4:06 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 71679
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 ...
The first two wagons (on storage tracks) + active provider chests worked fine, but the third wagon on requester track + near by storage chest ...
- Fri Jun 03, 2016 4:56 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 71679
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 ...
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 ...
- Fri Jun 03, 2016 2:00 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 103685
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.
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.
- Fri Jun 03, 2016 1:03 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 103685
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.
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.
- Fri Jun 03, 2016 9:19 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 359364
Re: [MOD 0.12.30+] SmartTrains 0.3.82
I'm on .33 so I can't run the save file that's loaded with the experimental .35.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.
Perhaps later.
- Fri Jun 03, 2016 8:40 am
- Forum: Mods
- Topic: [MOD 0.12.x] Tanks! for Bob!
- Replies: 29
- Views: 31314
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 ...
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 ...
- Thu Jun 02, 2016 4:55 pm
- Forum: General discussion
- Topic: Update + pre-existing games with mods installed
- Replies: 4
- Views: 4556
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 ...
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 ...
- Thu Jun 02, 2016 2:45 pm
- Forum: General discussion
- Topic: Update + pre-existing games with mods installed
- Replies: 4
- Views: 4556
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!
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!
- Thu Jun 02, 2016 1:28 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 359364
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.
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.