Search found 137 matches
- Wed Dec 10, 2014 6:23 pm
- Forum: Ideas and Requests For Mods
- Topic: REQUEST: UI Scale Mod
- Replies: 2
- Views: 2022
Re: REQUEST: UI Scale Mod
And make it that u can make it Smaler
- Wed Dec 10, 2014 6:20 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] On death, spawn a box with inventory of player
- Replies: 20
- Views: 7580
Re: [Request] On death, spawn a box with inventory of player
thats true Would be cool because i died like 10 times on trains now :/
- Wed Dec 10, 2014 4:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] For more Trains or Waggons
- Replies: 4
- Views: 2718
[Request] For more Trains or Waggons
Can someone of the Moders make new Waggons Trains and Rails :? Its Sad if u only have some from Dytech or Other mods I love trains and its much fun to play with them TanRailer is a good mod but there could be more Like Transformator car or Some other waggons would be really cool if you guys Manage t...
- Wed Dec 10, 2014 4:29 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] On death, spawn a box with inventory of player
- Replies: 20
- Views: 7580
Re: [Request] On death, spawn a box with inventory of player
Would be cool but what Happens if u die from an train ?
- Wed Dec 10, 2014 8:48 am
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 92948
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
Its not in MP And SP its a Chunk Erorr if u break the Filter it works againAlphaRaptor wrote:There is still a Bug in MP.
If you place it you get a Permanent Chunk error until you break it.
- Wed Dec 10, 2014 8:47 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354940
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I do believe you mis-attributed that 1st quote :shock: As for the call, I was referring to when the RailTanker dies, to use the OnEntityDied event to trigger deleting the associated storage tank. If that's what you responded to, then I guess nevermind. Sorry to hear that the script's not behaving a...
- Wed Dec 10, 2014 12:47 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354940
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Is this mod also compatible with other Liquid's , Like Lava(DyTech) and Hydrogen(Bob's Mods) It should be. Unless they are doing something funky (they are not) it should work Ok Thanks men if we finde any bugs we will Report them :=) Have a Nice Trip what ever you are doing :D :mrgreen: :mrgreen: :...
- Wed Dec 10, 2014 12:35 am
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 31825
Re: Smart Modpack [0.11.5] MP Compatible
tno1 wrote:I know, yes Factorio 11.3 :p
Factorio 11.5 got a Sanity Bug regarding map generation - it doesn't come when you create the map but only when you play it
We will Post it here if we get some
- Wed Dec 10, 2014 12:30 am
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 31825
Re: Smart Modpack [0.11.5] MP Compatible
You guys are lucky. Keep playing thou. As 11.5 got a Sanity Bug regarding map generation :p I know after 20hours of gameplay (both with and without my modpack) I got the unreasonable chunk error. So I suggest if your gonna make it MP compatible, then make it 11.3 :p How you mean that ? the facotrio...
- Wed Dec 10, 2014 12:24 am
- Forum: Mods
- Topic: Smart Modpack [0.11.5] MP Compatible
- Replies: 56
- Views: 31825
Re: Smart Modpack [0.11.5] MP Compatible
We Played on the Map now for 15 Houers without any Problems
- Tue Dec 09, 2014 11:44 pm
- Forum: Modding discussion
- Topic: Post here CheatCommands for the Mods !
- Replies: 0
- Views: 2809
Post here CheatCommands for the Mods !
Hello ! Here can u Post Cheat Commands of mods like Dyntech or Bob's mod :) Like the Items and Mashines and more! https://forums.factorio.com/forum/viewtopic.php?f=43&t=6235 /c game.player.insert{name="advanced-processors",count=100} /c game.player.insert{name="tin-plate",co...
- Tue Dec 09, 2014 11:31 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354940
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
After thinking about this issue overnight I've reverted to the 0.0.4 codebase and fixed the issue properly. If you used 0.0.5 or 0.0.6 your best bet is to remove the mod, load the save, save the game and re-add 0.0.7. I think I've taken the mess I created with those versions into account but becaus...
- Tue Dec 09, 2014 11:19 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] for new Gates
- Replies: 4
- Views: 2186
Re: [IDEA] for new Gates
That could Work but the Shield looks then Wierd or and I like the Gates but the range is to small
- Tue Dec 09, 2014 8:51 pm
- Forum: Modding discussion
- Topic: Question
- Replies: 2
- Views: 4244
Re: Question
If you want an ultimate mk700 write /c game.player.insert({name="basic-mining-drill-mk6",count=1}) Only work in singleplayer. Cursed drill Level 50 is like Ultimate drill x 2, maybe i need balance this. Ok thanks For the Help its really hard to find the Mod Items :/ (to cheat them ) :roll:
- Tue Dec 09, 2014 7:07 pm
- Forum: Modding discussion
- Topic: Question
- Replies: 2
- Views: 4244
Question
Is there a way to cheat Mod items
Like the ultimate Miner from dytech ?
Like the ultimate Miner from dytech ?
- Tue Dec 09, 2014 6:35 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 135958
Re: [0.10.3] RoadWorks 1.06 + Soundless version
So the end-pieces would be as separate recipe? Without them a bridge would look very odd. There is another issue that bother me: what if player use a bridge as a wall? I should be able to make it automatically turn the place where it touches land to be the end-piece. Worst comes to worst, they'll b...
- Tue Dec 09, 2014 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Railroad crossings
- Replies: 16
- Views: 4727
Re: Railroad crossings
But it would be Cool and better because its Really hard if u have like 30 Trains all Crossing your Main way to your factorio and u always need to look if one comes
- Tue Dec 09, 2014 5:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fluid Void
- Replies: 27
- Views: 57054
Re: [MOD 0.11.x] Fluid Void
Can u use it in MP ?
- Tue Dec 09, 2014 3:34 pm
- Forum: Ideas and Requests For Mods
- Topic: A void Pipe
- Replies: 6
- Views: 6645
Re: A void Pipe
Well let me point out two existing mods that let you remove excess fluids: Rseding91's Fluid Void it is a little overpowered in my opinion as it is extremely cheep costing only pipes to make, but it works and if you want to you can increase the recipe cost. It is just a simple pipe that will delete...
- Tue Dec 09, 2014 2:15 pm
- Forum: Texture Packs
- Topic: [request]advanced oil
- Replies: 10
- Views: 22370
Re: [request]advanced oil
Something like that on the Sea ? https://www.google.at/search?q=Oil+Wells&client=firefox-a&hs=PRN&rls=org.mozilla:de:official&channel=np&source=lnms&tbm=isch&sa=X&ei=0AOHVOLWJcvkUrCrgJgJ&ved=0CAgQ_AUoAQ&biw=1440&bih=779#facrc=_&imgdii=_&imgrc=XciMX...