Search found 23 matches
- Tue Jan 28, 2020 6:26 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 31549
Re: Version 0.18.2
oohhhh many mods will be crashed with 0.18.2
- Tue Apr 16, 2019 5:33 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.28] When your gun too long or projectile bug
- Replies: 4
- Views: 1969
- Thu Apr 04, 2019 8:02 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.28] When your gun too long or projectile bug
- Replies: 4
- Views: 1969
[kovarex] [0.17.28] When your gun too long or projectile bug
actually this is not 0.17 bug, it was in previous versions (i think in all) in my mod tanks bigger than vanilla, but this bug appears both when you press Space or C to shoot and your cursor between fire point and tank axis (center) projectile flying in opposite direction i found in FMRx mod 1 - poin...
- Tue Apr 02, 2019 8:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] some sybols not visible
- Replies: 2
- Views: 3136
[0.17.24] some sybols not visible
after 0.17.24 patch some symbols drawn as [] in train menu ( like unknown in Windows )
at now i see 3 of them ">=" , "<=" and i forgot 3rd
at now i see 3 of them ">=" , "<=" and i forgot 3rd
- Tue Apr 02, 2019 7:21 pm
- Forum: Releases
- Topic: Version 0.17.24
- Replies: 24
- Views: 18088
Re: Version 0.17.24
after 0.17.24 update no <= or >= symbols in train menu (russian translation if this important)
- Thu Mar 22, 2018 9:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.30] Enter in lagre vehicle
- Replies: 1
- Views: 3489
[Rseding91] [0.16.30] Enter in lagre vehicle
my previous bug report was about exit from large vehicle:
viewtopic.php?f=11&t=56905
but now i can`t enter
green squares - no problem
red squares - cant sit in vehicle
mod:
https://mods.factorio.com/mod/FMRx
viewtopic.php?f=11&t=56905
but now i can`t enter
green squares - no problem
red squares - cant sit in vehicle
mod:
https://mods.factorio.com/mod/FMRx
- Sun Feb 11, 2018 2:05 pm
- Forum: Modding interface requests
- Topic: [0.16.22] Missing robot animation
- Replies: 4
- Views: 2178
[0.16.22] Missing robot animation
may be its not bug, but: no animation when construction robot idle or moving, but its ok when robot working (repairing). Enev if i using same sprite for idle and work idle = { filename = "__FMRx__/graphics/worker_drone/idle.png", priority = "high", line_length = 3, width = 36, he...
- Mon Jan 22, 2018 12:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.16] Exit from "large" vehicle
- Replies: 3
- Views: 3958
- Mon Jan 22, 2018 10:53 am
- Forum: Ideas and Suggestions
- Topic: vehicle animation
- Replies: 1
- Views: 1189
vehicle animation
its a small suggestion vehicle animation usually wheels or tracks only when you use 2 frames to animate moving its ok, but when 3 or more some vusial problem: tank moving backwards - wheels animation moving forward can you add option in animation block "backward_animation_when_moving back = tru...
- Mon Jan 22, 2018 10:38 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.16] Exit from "large" vehicle
- Replies: 3
- Views: 3958
[wheybags][0.16.16] Exit from "large" vehicle
i have two tanks size 3x4 (collision_box = {{-1.55, -1.95}, {1.55, 1.95}}, selection_box = {{-1.55, -1.95}, {1.55, 1.95}} ) when tank rotates somewhere about 20-70 degrees player cant exit from tank with Enter key (same with every corner:110-170 dergees etc) so to exit i need rotate tank to 0, 90, 1...
- Sat Dec 16, 2017 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Pollution info
- Replies: 4
- Views: 2264
Re: [0.16.2] Pollution info
I don't think electric buildings produce pollution. dont say stupid things :) basic electric mining drill: mining_speed = 0.5, energy_source = { type = "electric", -- will produce this much * energy pollution units per tick emissions = 0.15 / 1.5, usage_priority = "secondary-input&qu...
- Fri Dec 15, 2017 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Pollution info
- Replies: 4
- Views: 2264
[0.16.2] Pollution info
in some entities no info about pollution
i tried reduce interface scale to 80% - same problem.
i tried reduce interface scale to 80% - same problem.
- Sun Oct 22, 2017 10:44 am
- Forum: Modding help
- Topic: Equipment disappear
- Replies: 2
- Views: 1824
Re: Equipment disappear
Is tank item an "item-with-entity-data"? { type = "item-with-entity-data", name = "tank", icon = "__base__/graphics/icons/tank.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "b[personal-transport]-b[tank]", p...
- Sun Oct 22, 2017 8:49 am
- Forum: Modding help
- Topic: Equipment disappear
- Replies: 2
- Views: 1824
Equipment disappear
i add tank in my mod, add equipment grid, equipment category, add some equimpment. when tank mined all equipment installed disappears from tank grid i check bobvehicleequipment - all euipment stored in grid, works fine what i do wrong ? in categories { type = "equipment-category", name = &...
- Mon Jun 20, 2016 5:48 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 622411
Re: Yuoki Industries - Informations, Suggestions, Questions
can you remove this long description ? (and from other entities)
- Sun Feb 14, 2016 7:21 pm
- Forum: Mods
- Topic: [MOD 0.14.35] FMRx_mod 0.0.2
- Replies: 6
- Views: 6055
Re: [MOD 0.12.20+] FMRx_mod 0.0.1
i think flamethrower will be another tank (and turret, and i want flame-combat-robot )Guest_4544 wrote:This variant got a flamethrower instead of a Coax-MG
- Sat Feb 13, 2016 9:26 pm
- Forum: Mods
- Topic: [MOD 0.14.35] FMRx_mod 0.0.2
- Replies: 6
- Views: 6055
Re: [MOD 0.12.20+] FMRx_mod 0.0.1
What is coax-mg ?Guest_4544 wrote:Heh, figures it. Will you also add coax-mg for the T 55?
- Sat Feb 13, 2016 7:37 pm
- Forum: Mods
- Topic: [MOD 0.14.35] FMRx_mod 0.0.2
- Replies: 6
- Views: 6055
Re: [MOD 0.12.20+] FMRx_mod 0.0.1
yes, i love this game
- Sat Feb 13, 2016 7:08 pm
- Forum: Mods
- Topic: [MOD 0.14.35] FMRx_mod 0.0.2
- Replies: 6
- Views: 6055
[MOD 0.14.35] FMRx_mod 0.0.2
Description:
FMRx mod add items. Its like upgraded versions of vanilla stuff
https://mods.factorio.com/mods/FMRx/FMRx
FMRx_ext increase stack size of basic ingridients to 200
https://mods.factorio.com/mods/FMRx/FMRx_ext
FMRx mod add items. Its like upgraded versions of vanilla stuff
https://mods.factorio.com/mods/FMRx/FMRx
FMRx_ext increase stack size of basic ingridients to 200
https://mods.factorio.com/mods/FMRx/FMRx_ext
- Sun Aug 16, 2015 6:59 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 622411
Re: Yuoki Industries - Informations, Suggestions, Questions
it works with deleting crop-cache! thanksDarloth wrote:If you ever get sprite outside errors, first try deleting your crop-cache.dat file.
If you still get it after that, then it's a real problem.