Hi
I have the same thing ;) I also run my own local factorio server, so some people can join there.
Won't share that IP here, i think a Discord group will work for that
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Ik zoek ook al een tijdje mensen om mee te game ;) Ik heb men eigen locale server draaien waar een aantal ...
Search found 13 matches
- Mon Mar 01, 2021 9:31 am
- Forum: Multiplayer
- Topic: Any BE or NL players? want to play online?
- Replies: 7
- Views: 3753
- Sat Jan 30, 2021 4:29 pm
- Forum: Modding help
- Topic: Changing internal item names
- Replies: 0
- Views: 731
Changing internal item names
Hi all
So i store items into an enetity database for storage (digital storage mod).
Now i noticed that thjese items don't update on mod migrations (from other mods), so if an item changes name i can't update it and the items will be lost.
Is there a way to get the "Changed items" lsit inside my on ...
So i store items into an enetity database for storage (digital storage mod).
Now i noticed that thjese items don't update on mod migrations (from other mods), so if an item changes name i can't update it and the items will be lost.
Is there a way to get the "Changed items" lsit inside my on ...
- Tue Feb 11, 2020 12:14 pm
- Forum: Mods
- Topic: [MOD 0.17]Modular storage 0.2.0
- Replies: 7
- Views: 6262
Re: [MOD 0.16]Modular storage 0.1.3
I've found and fixed two crash bugs in the modular storage. How do you want the patches? Do you have a github/gitlab repo I can submit PR's against, or do you just want a diff here?
I have put everything in GIT now ;) you can find it here:
https://github.com/Runesmacher/Modular_Storage
I assume ...
- Fri Mar 22, 2019 11:45 pm
- Forum: Mods
- Topic: [MOD 0.17]Modular storage 0.2.0
- Replies: 7
- Views: 6262
Re: [MOD 0.17]Modular storage 0.1.4
Didn't have that in mind when i first created it but yes, it is perfectly in the possibilitysdragontuar wrote: Fri Mar 22, 2019 11:35 pm so are you saying I could snake the storage all over my factory and set the outputs of an interface or a few belts for my assemblers
sweet!!! wonder why i never found this before
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed Mar 20, 2019 11:00 am
- Forum: Mods
- Topic: [MOD 0.17]Modular storage 0.2.0
- Replies: 7
- Views: 6262
Re: [MOD 0.16]Modular storage 0.1.3
I've found and fixed two crash bugs in the modular storage. How do you want the patches? Do you have a github/gitlab repo I can submit PR's against, or do you just want a diff here?
I'm sorry i've been out for a while ;) (this site doesn't give mails on reply's)'
I haven't put this in Git yet ...
- Thu Jan 18, 2018 4:12 pm
- Forum: Mod portal Discussion
- Topic: [Issue]modzip upload error: 'newfilename' is not defined
- Replies: 5
- Views: 3140
Re: [Issue]modzip upload error: 'newfilename' is not defined
Thanks ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
It is working again![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
It is working again
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Thu Jan 18, 2018 1:34 am
- Forum: Mod portal Discussion
- Topic: [Issue]modzip upload error: 'newfilename' is not defined
- Replies: 5
- Views: 3140
[Issue]modzip upload error: 'newfilename' is not defined
When trying to submit an updte to my mod i get the following error:
Errors
Error: name 'newfilename' is not defined (code: 500)
The file does not get uploaded and says invalid.
File attached for reference
Errors
Error: name 'newfilename' is not defined (code: 500)
The file does not get uploaded and says invalid.
File attached for reference
- Mon Aug 21, 2017 11:03 pm
- Forum: Mods
- Topic: [MOD 0.17]Modular storage 0.2.0
- Replies: 7
- Views: 6262
Re: [MOD 0.15]Modular storage 0.1.0
I've noticed a minor bug that the inventory panel doesn't refresh it's read-out sometimes. My apologies I don't have anything like an error log debug report. I'm looking to get into modding because I miss Applied Energistics from FTB/Minecraft.
Did you notice this in your world often? is there ...
Did you notice this in your world often? is there ...
- Sun Jun 11, 2017 10:56 am
- Forum: Mods
- Topic: [MOD 0.17]Modular storage 0.2.0
- Replies: 7
- Views: 6262
[MOD 0.17]Modular storage 0.2.0
Type: Mod
Name: Modular storage
Description: Modular storage can store and show a lot of resources and has a lot of addons for a storage system
License: The MIT License
Version: 0.1.4
Release: 2018-03-20
Tested With Factorio Version: 0.17.xx
Category: Logistics
Tags: New Items
Download: https://mods ...
Name: Modular storage
Description: Modular storage can store and show a lot of resources and has a lot of addons for a storage system
License: The MIT License
Version: 0.1.4
Release: 2018-03-20
Tested With Factorio Version: 0.17.xx
Category: Logistics
Tags: New Items
Download: https://mods ...
- Sun Jun 11, 2017 1:27 am
- Forum: Texture Packs
- Topic: [Request] Graphics for my storage mod
- Replies: 0
- Views: 2252
[Request] Graphics for my storage mod
Hi all
I made a modular storage mod, which uses graphics from the base mod at the moment.
It would be better and nice to have it some good graphics for all the items insted of my placeholders.
All of the current sizes and textures are from the base mod folder with some color grading over it or a ...
I made a modular storage mod, which uses graphics from the base mod at the moment.
It would be better and nice to have it some good graphics for all the items insted of my placeholders.
All of the current sizes and textures are from the base mod folder with some color grading over it or a ...
- Thu Jun 08, 2017 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.19]mod int-setting value incorrectly shown
- Replies: 1
- Views: 2303
[Rseding91] [0.15.19]mod int-setting value incorrectly shown
I made a mod setting for an int value.
{
type = "int-setting",
name = "mudular-storage-items-per-tile",
setting_type = "runtime-global",
default_value = 2000,
order = "a-b",
},
While in game, i went into options -> Mods and changed my mod value to a high number (10000000000)
before.png ...
{
type = "int-setting",
name = "mudular-storage-items-per-tile",
setting_type = "runtime-global",
default_value = 2000,
order = "a-b",
},
While in game, i went into options -> Mods and changed my mod value to a high number (10000000000)
before.png ...
- Wed Jun 07, 2017 11:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.18][Lua-api] Signal count is actaually int
- Replies: 1
- Views: 1126
[0.15.18][Lua-api] Signal count is actaually int
When writing my mod and playing around with signals and valuecounts i got the Error: "Value out of range in property tree at ROOT[0].count"
I limited the value that a signal count can have to the uint max(4,294,967,295) , but the error still came back.
I tried setting the limit to the int max (2,147 ...
I limited the value that a signal count can have to the uint max(4,294,967,295) , but the error still came back.
I tried setting the limit to the int max (2,147 ...
- Tue Jun 06, 2017 9:07 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Long Logistic Chests
- Replies: 1
- Views: 1256
Re: [Request] Long Logistic Chests
I am working on a mod that would suit your needs. Already working on this before i read it here tough :p
"Modular Storage"
It is possible to create a stockpile of any size or dimension and pump items in via belts, and take emout via belts.
It is still a work in progress, power need, costs of blocks ...
"Modular Storage"
It is possible to create a stockpile of any size or dimension and pump items in via belts, and take emout via belts.
It is still a work in progress, power need, costs of blocks ...