Search found 67 matches
- Tue Aug 11, 2020 7:54 am
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 8899
Re: Feature Request - RSS Data on Mod Portal
RSS is a better way of supporting BOTs. As a fairly frequent mod updater, I note that the existing bot application built off the api 'struggles' to find updates when they are made. When it works, it is fine. You get all the relevant information from the update. But, I find the bot is only working ...
- Mon Apr 29, 2019 10:18 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.16] Space Extension Mod (SpaceX)
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.fishycat wrote: Sat Mar 02, 2019 1:20 am Hi, just downloaded latest version, thx for the update. But gave me an error:
- Fri Nov 30, 2018 7:08 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
- Mon Nov 26, 2018 2:18 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.16] Space Extension Mod (SpaceX)
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.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![]()
- Sun Nov 25, 2018 7:20 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.15] Space Extension Mod (SpaceX)
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 ....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?![]()
- Sun Nov 25, 2018 3:34 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.15] Space Extension Mod (SpaceX)
https://imgur.com/a/1bsq6EHRocketmanChronicles wrote:
YES!!!
- Sun Nov 25, 2018 12:07 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.15] Space Extension Mod (SpaceX)
Would you like me to throw you guys a bone .... ?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.
- Sat Nov 24, 2018 9:38 pm
- Forum: Not a bug
- Topic: get_train_stop_trains() behaviour when station name changed
- Replies: 2
- Views: 1472
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)
- Sat Nov 24, 2018 12:20 pm
- Forum: Not a bug
- Topic: get_train_stop_trains() behaviour when station name changed
- Replies: 2
- Views: 1472
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 ...
- Mon Nov 12, 2018 5:50 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
- Mon Nov 12, 2018 5:46 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
Re: [0.16] Space Extension Mod (SpaceX)
You know you can turn off require the science packs in the startup mod settings, right?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.
...
- Mon Nov 12, 2018 5:42 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
- Mon Nov 12, 2018 5:38 am
- Forum: Implemented mod requests
- Topic: Add backer_name as filter to find_entities_filtered
- Replies: 3
- Views: 1855
Re: Add backer_name as filter to find_entities_filtered
Yes I agree (with it is the wrong way), and thanks.
- Thu Jul 12, 2018 11:48 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
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 ...
- Wed Jul 11, 2018 5:47 am
- Forum: Implemented mod requests
- Topic: Add backer_name as filter to find_entities_filtered
- Replies: 3
- Views: 1855
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 ...
- Mon Jun 25, 2018 12:24 am
- Forum: Won't implement
- Topic: Entity enable/disbale to generate lua event
- Replies: 3
- Views: 1788
Re: Entity enable/disbale to generate lua event
Unfortunate, but I understand. Thanks Rseding91.
- Sun Jun 24, 2018 12:42 am
- Forum: Won't implement
- Topic: Entity enable/disbale to generate lua event
- Replies: 3
- Views: 1788
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 ...
- Sat Jun 16, 2018 12:55 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
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 ...
- Tue Jun 12, 2018 10:26 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
Are you after ...
- Tue Jun 12, 2018 10:24 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 103476
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 ...
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 ...