Search found 13 matches
- Mon Nov 02, 2020 3:45 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 97078
Re: [MOD 0.16] MadClown01's Processing
Hey! The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up. I couldn't find a setting to enable it either. I believe the problem is that the mac...
- Mon Nov 02, 2020 12:40 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 97078
Re: [MOD 0.16] MadClown01's Processing
Hey!
The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up.
I couldn't find a setting to enable it either.
The mod seems to include the recipe for generating gardens from sand and water etc. but there is no place to craft those recipes, am I the only one with this issue? Perhaps one of my other mods messes this up.
I couldn't find a setting to enable it either.
- Wed Sep 19, 2018 3:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Artillery wagon max speed
- Replies: 5
- Views: 2666
Re: Artillery wagon max speed
You'd need to make a mod. a mod needs 2 things. Firstly though, you need to make a folder in your mod directory with the following format. name_#.#.# name would be the name of your mod, capitals and spaces etc are important to note ,because the code is case sensative. #.#.# would be 3 numbers seper...
- Fri Aug 31, 2018 6:09 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 54867
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Is it intentional that the wagon cannot exceed speeds of about 372,6 km/h with nuclear fuel? It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me :( Vehicle wagons should have exactly the same speed properties as vanilla cargo wagons, since the code...
- Fri Aug 31, 2018 6:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Artillery wagon max speed
- Replies: 5
- Views: 2666
Re: Artillery wagon max speed
Yeah, you could modify the max speed on the cargo, fluid or artillery wagon just the same way you edit it on the locomotive. My mod adds 4 new locomotives, and 4 of each type of wagon to match (but only 2 new artillery wagons) Okay well uhhhh how would I go about modifying it? I can't just edit the...
- Sun Aug 26, 2018 1:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 54867
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Is it intentional that the wagon cannot exceed speeds of about 372,6 km/h with nuclear fuel?
It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me
It's really annoying to have to go almost half as slow as I could because I want my vehicle(s) with me
- Sun Aug 26, 2018 1:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Artillery wagon max speed
- Replies: 5
- Views: 2666
Artillery wagon max speed
Currently the artillery wagons max speed seems to be 372,6 km/h (that with nuclear fuel), if I have a modded train that could go up to 756 km/h and attach a single artillery wagon the speed drops to 372,6 km/h. Vanilla wagons also have this "limitation" This may be an issue of balance, but...
- Fri Aug 24, 2018 7:45 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 74111
Re: [MOD 0.16.x] Factorio Extended Plus
Could you look at whether it's possible to either edit the existing artillery wagon (and the mod vehicle wagon if that's legal) or then maybe make mk2 versions of said items, as they only seem to support going up to 372,6 km/h, when without them the (mk3) train goes ~500 km/h. This is a really big f...
- Mon Aug 06, 2018 5:37 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 74111
Re: [MOD 0.16.x] Factorio Extended Plus
Are your mods fixes for the factorio extended series? Or replacements? Do I install your mods on top of factorio extended? Do they add any new content to factorio extended? Will they fix these issues in factorio extended: 1) low quality sprites being broken 2) trains (mk2 and mk3) being invisible on...
- Tue May 15, 2018 7:51 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221688
Re: [MOD 0.13] Black Market (sell and buy on the market)
I have now tested it for about 10+ hours (with mod installed and enabled) and it works just fine. Buying and selling things works fine, manually and automatically.
- Tue May 15, 2018 5:59 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 56494
Re: [MOD 0.16.x] BeltSorter 0.5.4
It changed with 0.16.40 I guess. "Fixed that LuaPlayer::opened wouldn't return the opened equipment grid. " I was able to fix it locally by changing on libs/control/gui.lua, L125 if openGui == nil and openEntity ~= nil then playerOpenGui(player,playerData,openEntity) end to if openGui == ...
- Sun May 13, 2018 11:36 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 221688
Re: [MOD 0.13] Black Market (sell and buy on the market)
hi guys, if one of you wants to post a working version here, i'll be glad to update it on the portal, so that it profits to other persons. Here 's a download link to a (seemingly) working file. Can't test it right now, all credit for the fix goes to CakeDog ; this is just his fix in a (seemingly) w...
- Sun May 13, 2018 10:40 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 171644
Re: [MOD 0.16.x]Factorio Extended 0.3.1
Hello! I have just now downloaded your mods and have noticed the same issue many people before me have, it seems to have something to do with alot of your lower resolution texture files across mods being named inappropriately or being outright broken. Please fix this issue as your mods seem great, b...