Search found 21 matches
- Wed Nov 19, 2014 4:53 am
- Forum: Mods
- Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
- Replies: 42
- Views: 45265
Re: [MOD 0.10.x] Robocharge - Robot Charging Station
oh ok thanks
- Wed Nov 19, 2014 1:13 am
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83231
Re: [MOD 0.11.3] Replicators
no problem this mod looks really good but it just dont work D:
- Tue Nov 18, 2014 10:20 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83231
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
when is tart a new map i get the bug
control.lua:5 First argument must be a table or number
- Tue Nov 18, 2014 8:47 pm
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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" }, { "...
- Mon Nov 17, 2014 3:04 am
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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
i can however start a new map so idk what the problem is
- Mon Nov 17, 2014 12:07 am
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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
thanks for help i will post if there are any more problems
- Sun Nov 16, 2014 11:20 pm
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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...
- Sun Nov 16, 2014 8:03 pm
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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?
---------------------------
Error
---------------------------
Path __building expansions__/graphics/icons/beaconv2.png does not match any mod.
---------------------------
OK
---------------------------
what does this mean?
- Sun Nov 16, 2014 6:38 pm
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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 ---------------------------...
- Sun Nov 16, 2014 8:47 am
- Forum: Modding help
- Topic: 2 things; code where beacons "work" & a problem with coding
- Replies: 13
- Views: 4833
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...
- Sat Nov 15, 2014 11:56 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
- Replies: 42
- Views: 45265
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...
- Wed Oct 29, 2014 3:09 am
- Forum: Mods
- Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
- Replies: 71
- Views: 44138
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?
- Thu Oct 16, 2014 7:45 am
- Forum: Mods
- Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
- Replies: 22
- Views: 14326
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?
why would i start to unzip them now?
- Wed Oct 15, 2014 2:53 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
- Replies: 22
- Views: 14326
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...
- Mon Oct 13, 2014 3:56 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
- Replies: 22
- Views: 14326
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#.#
edit: also idk if it is just me but i have to change the numbers at the end to have _#.#.# and not v#.#
- Mon Oct 13, 2014 3:36 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] Not OP arty?
- Replies: 12
- Views: 5175
Re: [request] Not OP arty?
meh probably doesnt if it take >50 seconds to reload
- Mon Oct 13, 2014 2:43 pm
- Forum: Mods
- Topic: [MOD 0.10.X] Vanilla Expansion [v1.1]
- Replies: 22
- Views: 14326
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
Also, this name complagining iwas getting bad
EDIT: forgot to say great mod those lights are really helpful
Also, this name complagining iwas getting bad
EDIT: forgot to say great mod those lights are really helpful
- Mon Oct 13, 2014 1:27 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Not OP arty?
- Replies: 12
- Views: 5175
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...
- Fri Oct 10, 2014 1:23 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Not OP arty?
- Replies: 12
- Views: 5175
Re: [request] Not OP arty?
oh.....
well it wouldnt do much maybe 5 damage? in a 3x3 grid?
that is reasonable right?
well it wouldnt do much maybe 5 damage? in a 3x3 grid?
that is reasonable right?
- Fri Oct 10, 2014 12:05 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Not OP arty?
- Replies: 12
- Views: 5175
[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 ...