Search found 23 matches
- Thu Dec 21, 2017 9:57 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] ore patches merger
- Replies: 2
- Views: 1464
Re: [Request] ore patches merger
Thanks help but found another solution to problem though looker into picker mod local entities = event.entities local list = {} local listFirst = {} for _,entity in ipairs(entities) do if entity.type == "resource" then How would from event access resource prototypes?
- Thu Dec 21, 2017 7:11 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] ore patches merger
- Replies: 2
- Views: 1464
[Request] ore patches merger
Basically I want to be able in game merger multiple infinite ore patches together of same type so that I have higher yield (hopefully non decaying) patches.
- Sat Nov 25, 2017 1:45 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 138342
Re: Mylon's Multiple Mods
I'm getting 244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'ran...
- Wed Nov 15, 2017 3:48 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 306
- Views: 138342
Re: Mylon's Multiple Mods
I'm getting 244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'rand...
- Wed May 03, 2017 9:20 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410801
Re: Bugs & FAQ
for some reason Angel smelting does not like angel refined 176.710 Error ModManager.cpp:782: Error while loading recipe prototype "nodule-crystallization-1" (recipe): Difficulty normal: Recipe must have at least one result product. 144.116 Checksum for core: 3409166051 144.116 Checksum of ...
- Sat Aug 29, 2015 2:52 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 38265
Re: [0.12.X] TimeButtons
From patches note seem to be how gui was made for reason why there save error.
- Sun Mar 15, 2015 5:14 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 342231
Re: Foreman - A factory optimisation tool. Now 11.X compatible!
Just realise Foreman that thing can't handle amount_min &amount_max , most likely probability too.
Edit: now stop reading MAIN-DyTech-Machine_1.0.2 which MAIN-DyTech-Machine_1.0.1 it could.
Edit 2:Wish log of process interpeting lua files see why some mod(or part mod) work and some don't.
Edit: now stop reading MAIN-DyTech-Machine_1.0.2 which MAIN-DyTech-Machine_1.0.1 it could.
Edit 2:Wish log of process interpeting lua files see why some mod(or part mod) work and some don't.
- Sun Mar 01, 2015 2:20 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 342231
Re: Foreman - A factory optimisation tool. Now 11.X compatible!
Crash happen with mods because some them give multiple recipe for same item when use Automatically complete Workflow. But if all recipe node all chose down to raw forum then the Automatically complete Workflow works. Only problem I notice now is for some reason in silica mod that it's silica wafer d...
- Sun Mar 01, 2015 1:50 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 342231
Re: Foreman - A factory optimisation tool. Now 11.X compatible!
Unfortunately mods don't seem work for this . Which were DyTech, Mohole, silica, slipstream,Treefarm using Windows 8 64-bit os. Some them when try complete work flow crash program or not all recipe or item load in. Does anyone have better luck with mods in this program?
- Thu Dec 04, 2014 4:39 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 342231
Re: A tool to help you optimise your production lines.
When will this be able work with 11.3 with mods?
- Tue Nov 18, 2014 6:46 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83249
Re: [MOD 0.11.3] Replicators
Can't put Rare earth magnet into Replicator Lab with inserter.
Edit: lab does not like module that use as research material.
(Ps other mods I have dytect,treefarm,robo charge ,advacedEquipment,lantfill,ore expansion, fatcontroller,OA-Modules and timebutton)
Edit: lab does not like module that use as research material.
(Ps other mods I have dytect,treefarm,robo charge ,advacedEquipment,lantfill,ore expansion, fatcontroller,OA-Modules and timebutton)
- Tue Nov 18, 2014 2:58 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83249
Re: [MOD 0.11.3] Replicators
Well work for me now ,oh well it fix it self.
- Tue Nov 18, 2014 2:19 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 83249
Re: [MOD 0.11.3] Replicators
You Link is to 0 size file ,so please redo it.
- Fri Nov 14, 2014 1:41 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 348282
Re: [MOD 0.11.x] Treefarm v1.2.3
In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports. need below add in. base_patch = { filename = "__Treefarm-Mod__/graphics/icons/empty.png", priority = "medium"...
- Fri Jul 11, 2014 12:14 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 7475
Re: Make recipe allowed producitivity Module
Got around implementing code and it work like charmed. So thank you for the help.
- Wed Jul 09, 2014 10:22 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 7475
Re: Make recipe allowed producitivity Module
Maybe don't how wonder possible go through limitation table remove only molten(like molten-copper,molten-iron,molten-carbonated-iron) items from the list?
- Wed Jul 09, 2014 9:17 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 7475
Re: Make recipe allowed producitivity Module
Unfortunately did that already and double check nothing it did not work(I apologize for not telling you that I did that part).
How do go about remove few item from limitation list(assume somehow those item is on it)?
Edit: Good news Dytech module(4+) don't obey limitation list heehe.
How do go about remove few item from limitation list(assume somehow those item is on it)?
Edit: Good news Dytech module(4+) don't obey limitation list heehe.
- Wed Jul 09, 2014 8:35 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 7475
Re: Make recipe allowed producitivity Module
Nice know but does not help me since aim get recipe blast furnace(dytech) recipes to accept productivity module. Unfortunately find no hint purposely add some thing too prevent it from happening.
- Wed Jul 09, 2014 7:20 pm
- Forum: Modding help
- Topic: Make recipe allowed producitivity Module
- Replies: 12
- Views: 7475
Make recipe allowed producitivity Module
I want to try change recipe as to allow producitivity Module work but I can not not figure how one goes about it and I can't figure it out from looking at the files .
- Sat Mar 01, 2014 3:56 pm
- Forum: Implemented Suggestions
- Topic: scroll bar and limit max gui size
- Replies: 0
- Views: 3884
scroll bar and limit max gui size
With dytech add recipe that work only in it recycle machine but still show up player crafting gui realize while more user friendly some thing still don't do. 1. Limit gui window so it can't go beyond screen size. 2. With mods add more recipes(& items, and enties) they can easy fill on screen so ...