Search found 21 matches

by overabuncdance
Wed Nov 19, 2014 1:13 am
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79776

Re: [MOD 0.11.3] Replicators

no problem this mod looks really good but it just dont work D:
by overabuncdance
Tue Nov 18, 2014 10:20 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79776

Re: [MOD 0.11.3] Replicators

what am i doing wrong with the mod?
when is tart a new map i get the bug


control.lua:5 First argument must be a table or number
by overabuncdance
Tue Nov 18, 2014 8:47 pm
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

i am runnning 11.1 { "mods": [ { "name": "base", "enabled": "true" }, { "name": "BeltBlocker", "enabled": "true" }, { "name": "BeltStorage", "enabled": "true" }, { "...
by overabuncdance
Mon Nov 17, 2014 3:04 am
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

for some reason my game crashes when i go to load a previous save so i am confused as to what is causing the problem

i can however start a new map so idk what the problem is
by overabuncdance
Mon Nov 17, 2014 12:07 am
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

ah it was also the underscore in building_expansion; the game doesn't seem to care about spaces in the file name


thanks for help i will post if there are any more problems
by overabuncdance
Sun Nov 16, 2014 11:20 pm
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

but i reference it my mod multiple times as the icon for the beacon vII icon = "__building expansions__/graphics/icons/beaconv2.png", icon = "__building_expansions__/graphics/icons/beaconv2.png", icon = "__building expansion__/graphics/icons/beaconv2.png", its also in t...
by overabuncdance
Sun Nov 16, 2014 8:03 pm
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

thanks for that now i have another problem :[

---------------------------
Error
---------------------------
Path __building expansions__/graphics/icons/beaconv2.png does not match any mod.
---------------------------
OK
---------------------------

what does this mean?
by overabuncdance
Sun Nov 16, 2014 6:38 pm
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

Re: 2 things; code where beacons "work" & a problem with cod

thanks and i found the code to modify what the beacon does, it is the last three lines of the entity in the block in base but now i have a new error --------------------------- Error --------------------------- Error in assignID, 'Beacon vII' was not recognized id of item ---------------------------...
by overabuncdance
Sun Nov 16, 2014 8:47 am
Forum: Modding help
Topic: 2 things; code where beacons "work" & a problem with coding
Replies: 13
Views: 4346

2 things; code where beacons "work" & a problem with coding

where do i fdin teh code that actually makes a beacon work? and i get the error --------------------------- Error --------------------------- ...orio_0.11.1.12084\mods\building expansion_0.0.0|data.lua:1: ...ilding expansion_0.0.0|prototypes\entities\buildings.lua:16: '}' expected (to close '{' at l...
by overabuncdance
Sat Nov 15, 2014 11:56 pm
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 42274

Re: [MOD 0.10.x] Robocharge - Robot Charging Station

i am running 11.1 with 3.2 and 3.3 and i get the same error of --------------------------- Error --------------------------- Error while loading entity prototype "Robot-Charge-Station" (roboport): No such node (door_animation) --------------------------- OK --------------------------- is t...
by overabuncdance
Wed Oct 29, 2014 3:09 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 40662

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

noob question but i am playing 10.12 and its not showing up? what can i do to fix this?
by overabuncdance
Thu Oct 16, 2014 7:45 am
Forum: Mods
Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
Replies: 22
Views: 13312

Re: [MOD 0.10.X] Vanilla Expansion v1.1

but i never had to unzip them before
why would i start to unzip them now?
by overabuncdance
Wed Oct 15, 2014 2:53 pm
Forum: Mods
Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
Replies: 22
Views: 13312

Re: [MOD 0.10.X] Vanilla Expansion v1.1

That graphical bug happened because I used the assembling 2 and 3 as a template in the prototypes but the graphics for assembling 3 for the graphics. I simply forgot to change the frame settings in the prototypes. I don't know about the version numbers though. Did you unzip the file? i never knew i...
by overabuncdance
Mon Oct 13, 2014 3:56 pm
Forum: Mods
Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
Replies: 22
Views: 13312

Re: [MOD 0.10.X] Vanilla Expansion v1.1

would you mind explaining as to how that was happening? also for more MKx's you could add a higher capacity chest, and storage wagons

edit: also idk if it is just me but i have to change the numbers at the end to have _#.#.# and not v#.#
by overabuncdance
Mon Oct 13, 2014 3:36 pm
Forum: Ideas and Requests For Mods
Topic: [request] Not OP arty?
Replies: 12
Views: 4682

Re: [request] Not OP arty?

meh probably doesnt if it take >50 seconds to reload
by overabuncdance
Mon Oct 13, 2014 2:43 pm
Forum: Mods
Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
Replies: 22
Views: 13312

Re: [MOD 0.10.X] Vanilla Expansion v1.1

so i found a bug? the assemlby machine 4 graphic is wrong and when it animates its even worse

Image

Also, this name complagining iwas getting bad

EDIT: forgot to say great mod those lights are really helpful
by overabuncdance
Mon Oct 13, 2014 1:27 am
Forum: Ideas and Requests For Mods
Topic: [request] Not OP arty?
Replies: 12
Views: 4682

Re: [request] Not OP arty?

i agre with cartman's post on the triggering biter attacks if it hits buildings prob have a minimum attack range of oh 50 blocks? max of 75? 10 steam generators horizontal to 15 horizontal, and it would hurt ANYTHING in the aoe no exceptions. fire every 70 seconds, or enough dps to kill a nest in oh...
by overabuncdance
Fri Oct 10, 2014 1:23 am
Forum: Ideas and Requests For Mods
Topic: [request] Not OP arty?
Replies: 12
Views: 4682

Re: [request] Not OP arty?

oh.....
well it wouldnt do much maybe 5 damage? in a 3x3 grid?
that is reasonable right?
by overabuncdance
Fri Oct 10, 2014 12:05 am
Forum: Ideas and Requests For Mods
Topic: [request] Not OP arty?
Replies: 12
Views: 4682

[request] Not OP arty?

could someone mod a artillery building that can shoot half a screen of fully zoomed out that can only hit nest/turrets? i have no clue on the range # make it expensive 30 steel beams 30 electrical circuits and 4 lubrication the ammo for it would cost 10 explosive 3 steel and have to be made in a AM ...

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