Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
On my game, these bonus don't work.
If i switch the ammo type for these gun to the normal one, the bonus apply.
Can you check again this issue ...
Search found 47 matches
- Sat Dec 17, 2016 3:15 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
- Sat Dec 17, 2016 3:10 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Goliath tank has 6000 health, but Goliath Heavy tank only 1500. Bug? I see the "Heavy" version is much cheaper to craft though.. odd.
The Goliath heavy tank is from this mod and is made for vanilla the 1500 health is not a bug. I think the Goliath tank with 6000 health is added by another mod.
I ...
The Goliath heavy tank is from this mod and is made for vanilla the 1500 health is not a bug. I think the Goliath tank with 6000 health is added by another mod.
I ...
- Wed Sep 28, 2016 8:06 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Error while applying migration: Tankwerkz Ltd: tankwerkz_0.6.0.lua
Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.
Oh ...
Cannot execute command. Error: Unknown category name: heavy-mg
stack traceback:
[string "for index, force in pairs(game.forces) do..."]:15: in main chunk
Works on a new game, but not on a save with the mod never installed.
Oh ...
- Wed Sep 21, 2016 5:22 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
I have updated the mod on the mod portal.
Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.
Version 2.0.0
- Prefixed every item, entity and technology to solve mod conflicts that happen when another mod adds a similar item, entity or technology with the same name.
- Tue Sep 20, 2016 5:46 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Hello,
under 0.14 i get this error:
Tankwerkz.png
It seems there is a double with Tanks for Bobs.
Greetings steinio
Hi, thank you for reminding me. I am currently working on a new version where everything in the tankwerkz mod is prefixed so errors like that won't happen anymore. This ...
under 0.14 i get this error:
Tankwerkz.png
It seems there is a double with Tanks for Bobs.
Greetings steinio
Hi, thank you for reminding me. I am currently working on a new version where everything in the tankwerkz mod is prefixed so errors like that won't happen anymore. This ...
- Wed Jul 20, 2016 8:03 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 378596
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I'm not sure what you mean by Inserter Ratios... but otherwise, it is still fairly fast to setup the new inserters (though obviously not as fast) and the main reason why I removed the old ones so soon is because people kept asking me to. (It is true that you don't NEED them anymore with the new ...
- Wed Jul 20, 2016 6:00 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 378596
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Logistics 0.13.6
* re-added the old inserter stack size bonus technology, also removed normal inserter stack size bonuses from the new tech.
* Removed long/near/more inserters. Use the migrate mod to retain hand positions.
Thank you for your hard work bobingabout really appreciate it, but it ...
- Tue Jul 05, 2016 10:21 am
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Version 0.6.0
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles
- The heavy machine-gun, hydra rockets and tank flamethrower now benefit from vanilla Factorio research. This works with exsisting saves!
- Changed turret mount on Perseus tank to use the builtin Factorio car turret
- Fixed cannon projectiles
- Mon Jul 04, 2016 9:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Can someone plz fix sorting in this old mod?
- Replies: 5
- Views: 9945
Re: Can someone plz fix sorting in this old mod?
And once again, can somebody please do what's necessary to update this mod to alpha 0.13, and then upload it to the portal?
I know there are other mods, now, to make letters appear in the game, and while those are more convenient to use (faster to make the text, much faster to change the text ...
I know there are other mods, now, to make letters appear in the game, and while those are more convenient to use (faster to make the text, much faster to change the text ...
- Mon Jul 04, 2016 9:06 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: [MOD 0.12.x] Letters - generator
- Replies: 7
- Views: 21383
Re: [MOD 0.12.x] Letters - generator
Fixed for 0.13.0
Just a simple info.json fix did the trick.
Just a simple info.json fix did the trick.
- Mon Jul 04, 2016 4:24 pm
- Forum: Modding help
- Topic: [SOLVED]Updating research not working
- Replies: 2
- Views: 1596
Re: Updating research not working
Maybe you could just see if the technology is already researched, then run set_ammo_damage_modifier manually.
Also,
data.raw["technology"]["bullet-damage-1"].effects[2] =
{
type = "ammo-damage",
ammo_category = "heavy-mg",
modifier = "0.1"
}
if another mod did the same thing, one would ...
Also,
data.raw["technology"]["bullet-damage-1"].effects[2] =
{
type = "ammo-damage",
ammo_category = "heavy-mg",
modifier = "0.1"
}
if another mod did the same thing, one would ...
- Mon Jul 04, 2016 1:44 pm
- Forum: Modding help
- Topic: [SOLVED]Updating research not working
- Replies: 2
- Views: 1596
[SOLVED]Updating research not working
Hi,
For my mod Tankwerkz i am adding additional effects to vanilla research and this works when starting a new game, but does not for a existing save that already has the research unlocked.
Adding additional effect to bullet-damage-1:
data.raw["technology"]["bullet-damage-1"].effects[2 ...
For my mod Tankwerkz i am adding additional effects to vanilla research and this works when starting a new game, but does not for a existing save that already has the research unlocked.
Adding additional effect to bullet-damage-1:
data.raw["technology"]["bullet-damage-1"].effects[2 ...
- Mon Jul 04, 2016 1:31 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
but right now, they are pretty much useless compared to the handheld weapons.
i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.
gotta say tho, i'm ...
i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive.
gotta say tho, i'm ...
- Mon Jul 04, 2016 8:07 am
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Ltd
just a quick addition to the damage research and all the stuff^^
thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.
just wanted to point that ...
thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger.
just wanted to point that ...
- Sun Jul 03, 2016 8:23 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Unlimited
Version 0.5.0
- Added Cannon shell damage research
- Added a custom sound for the heavy machine gun
- Changed turret mount on flame tank to use the builtin Factorio flamethrower turret
- Tweaked values of all tanks and added missing values
- Fixed flame tank pickup to inventory
- Added Cannon shell damage research
- Added a custom sound for the heavy machine gun
- Changed turret mount on flame tank to use the builtin Factorio flamethrower turret
- Tweaked values of all tanks and added missing values
- Fixed flame tank pickup to inventory
- Sat Jul 02, 2016 8:03 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.13]|[0.12.30] Tankwerkz Unlimited v0.4.0
That could be a good addition. I will look into it tomorrowvedrit wrote:Will you add in a research to increase tank shell damage?

- Thu Jun 30, 2016 6:33 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.12.30] Tankwerkz Unlimited v0.3.0
Update for game version 0.13.x and added russian locale
tankwerkz_0.3.1.zip
Thx. I was going to do the update myself but i am currently waiting for a response from the original mod author with a request to take over the mod, because of the license requirment for mods and this mod was made before ...
tankwerkz_0.3.1.zip
Thx. I was going to do the update myself but i am currently waiting for a response from the original mod author with a request to take over the mod, because of the license requirment for mods and this mod was made before ...
- Tue Apr 26, 2016 10:35 am
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 33455
Re: [0.12.26] Tankwerkz Unlimited v0.3.0
When I put the Tankwerks zip into the mods folder and run the game i get the error "Error while loading item prototype "hyrdra-rocket-launcher" (gun): No such node (type)
How do i go about fixing this because i need this mod
What version of Factorio are you using and are you using other mods?
How do i go about fixing this because i need this mod
What version of Factorio are you using and are you using other mods?
- Sun Apr 10, 2016 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Mac] Use command instead of Control for key bindings
- Replies: 7
- Views: 7746
Re: [Mac] Use command instead of Control for key bindings
To further explain the issue:
In the key reassign menu i cannot combine the command key + left mouse button ( Inventory transfer ), but the key registers fine when no mouse option is needed ( Next weapon for example ) It then displays KEY106.
In the key reassign menu i cannot combine the command key + left mouse button ( Inventory transfer ), but the key registers fine when no mouse option is needed ( Next weapon for example ) It then displays KEY106.
- Sun Apr 10, 2016 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.9][MAC] [Michal] White top bar
- Replies: 28
- Views: 35493
Re: [0.12.9][MAC] [Michal] White top bar
posila wrote:Any brave volunteers for testing if we got it fixed? I will PM you link to the special build. Disclaimer: I am not Mac user, so it may not even work
Did not see your messages, sorry about that. The white bar is gone now with the 0.12.30 version so thank you for the update
