Search found 66 matches

by Sandman2003
Mon Apr 29, 2019 10:18 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

fishycat wrote:
Sat Mar 02, 2019 1:20 am
Hi, just downloaded latest version, thx for the update. But gave me an error:
I am sure you will find that is fixed and has been for awhile. I tend to monitor the mod portal more than the forums if you have errors, btw.
by Sandman2003
Fri Nov 30, 2018 7:08 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

Oh man! I like where you are going with the rectenna! I hope it is not too overpowered once completely set up! I like a good challenge. I balance everything against vanilla production capabilities, so there is that, but it will be worthwhile to go in this direction should you choose to do so. Part ...
by Sandman2003
Mon Nov 26, 2018 2:18 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

foodfactorio wrote:
Sun Nov 25, 2018 7:26 am
very interesting... i'll wait until you release it, and wont comment here in case my powers of perception are wrong :)
Btw by wiki I mean wikipedia - a rectenna is a thing, I didn't make it up. Also treat all graphics in that image as placeholders/wip.
by Sandman2003
Sun Nov 25, 2018 7:20 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

foodfactorio wrote:
Sun Nov 25, 2018 6:45 am

ok cool :)

ah i saw the teaser image.... am guessing a radar scanner for receiving a rocket? :)
Wrong - but rockets can go there - look up rectenna on the wiki, and this is just the minute tip of the iceberg of what I have planned ....
by Sandman2003
Sun Nov 25, 2018 3:34 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

RocketmanChronicles wrote:
YES!!!
https://imgur.com/a/1bsq6EH
by Sandman2003
Sun Nov 25, 2018 12:07 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

Sandman2003 wrote:
Mon Nov 12, 2018 5:50 am
Something is coming (as an addon) - probably not exactly as you envisioned, but should increase incentive and satisfaction, I think.
Would you like me to throw you guys a bone .... ?
by Sandman2003
Sat Nov 24, 2018 9:38 pm
Forum: Not a bug
Topic: get_train_stop_trains() behaviour when station name changed
Replies: 2
Views: 313

Re: get_train_stop_trains() behaviour when station name changed

I did actually ask about this one in discord first (mod_making). Anyway, my workaround works so it is all good. (And I knew about the train schedule, I assumed that was a consequence, but it seems it is more like the reason for this behaviour)
by Sandman2003
Sat Nov 24, 2018 12:20 pm
Forum: Not a bug
Topic: get_train_stop_trains() behaviour when station name changed
Replies: 2
Views: 313

get_train_stop_trains() behaviour when station name changed

If you have a single station with a train parked at it and you change the station name, then 'event.entity.get_train_stop_trains()' correctly returns the train that was in the single train stop. However, if there are more than one train stops with the same name, and a train is parked in one of these...
by Sandman2003
Mon Nov 12, 2018 5:50 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

.. hi sandman, did you get a chance to have a look at my idea from last year here? https://forums.factorio.com/viewtopic.php?f=190&t=40288&start=20#p292159 maybe this can also give Game4Lols (and me and others) some more incentive and satisfaction? if easy to add a fleet? :) Something is coming (as...
by Sandman2003
Mon Nov 12, 2018 5:46 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

mturneruk wrote:
Thu Oct 11, 2018 2:19 pm
Hi

...
It also seems to me that 125,000 Science Packs is to many and my interest in completing this challenge will probably wane.
...
You know you can turn off require the science packs in the startup mod settings, right?
by Sandman2003
Mon Nov 12, 2018 5:42 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

Hi I'm Gutted. I've been building a factory to try and complete Space X. I just built the Space X Cobinator and placed it next to a small pylon and got the error.... SpaceMod::on_built_entity (ID6) Error while running event - __SpaceMod__/control.lua::536:bad argument #1 to 'insert' (table expected...
by Sandman2003
Mon Nov 12, 2018 5:38 am
Forum: Implemented mod requests
Topic: Add backer_name as filter to find_entities_filtered
Replies: 3
Views: 477

Re: Add backer_name as filter to find_entities_filtered

Yes I agree (with it is the wrong way), and thanks.
by Sandman2003
Thu Jul 12, 2018 11:48 pm
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.16] Space Extension Mod (SpaceX)

Official petition: Please remove the factor 10 for bobs mod, if the SeaBlock mod pack is detected. Reasons: SeaBlock deactivates all overpowered Modules (God, raw productivity, raw speed). Best modules available are slightly better than the vanilla ones and have massive energy costs SeaBlock uses S...
by Sandman2003
Wed Jul 11, 2018 5:47 am
Forum: Implemented mod requests
Topic: Add backer_name as filter to find_entities_filtered
Replies: 3
Views: 477

Add backer_name as filter to find_entities_filtered

The class LuaSurface has a method Find_entities_filtered - it would be useful to enable this to filter based on backer_name (obviously only where backer_name is applicable, so maybe the type has to already define an entity type that supports backer_name). This would reduce needing to deal with over ...
by Sandman2003
Mon Jun 25, 2018 12:24 am
Forum: Won't implement
Topic: Entity enable/disbale to generate lua event
Replies: 3
Views: 454

Re: Entity enable/disbale to generate lua event

Unfortunate, but I understand. Thanks Rseding91.
by Sandman2003
Sun Jun 24, 2018 12:42 am
Forum: Won't implement
Topic: Entity enable/disbale to generate lua event
Replies: 3
Views: 454

Entity enable/disbale to generate lua event

I would like to be able to define an event that will trigger based on a (definable) entity type changing status from enabled to disabled or vice versa via in game circuit network conditions. Currently (as far as I can see), this has to be done by an on_nth_tick function that checks current status ve...
by Sandman2003
Sat Jun 16, 2018 12:55 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

Just an FYI that with the last version of Factorio and the mod, this mod crashes the app: 395.841 Error MainLoop.cpp:940: Exception at tick 44606078: Error while running event SpaceMod::on_rocket_launched (ID 10) Unknown interface: silo_script stack traceback: __SpaceMod__/control.lua:306: in funct...
by Sandman2003
Tue Jun 12, 2018 10:26 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

Prehaps some reward for launching all parts? I was messing around with it on my creative world, (Great mod, btw) But was kinda dissapointed to get only a congrats for what would be hours upon hours of work on a survival world. Don't know what the reward might be, but would be nice. Are you after so...
by Sandman2003
Tue Jun 12, 2018 10:24 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

Any know how compatible this mod is with certain other mods? I'm specifically running Bob's (full suite) + Angels (full suite) + Pyanodon's (Coal+Industry+Fusion+ Touched by an Angel). The Bob's/Angel's versions are frozen a little in the past to avoid rebalancing/recipe changes that are ongoing in...
by Sandman2003
Tue Jun 12, 2018 10:21 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 107
Views: 54334

Re: [0.15] Space Extension Mod (SpaceX)

by the way, in my older game, the costs were ok for me, but when i installed the Necromant mod, something changed the recipes to require a HUGE amount of Chitin Armour, which was made up of like 100 Chitin Fragments, which only came in good quantity from large biters, and i needed to kill about 100...

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