Search found 202 matches
- Mon Mar 07, 2016 10:51 pm
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 46895
Re: [MOD 0.12.0+] Greenhouses 0.1.0
An interesting choice. Solar panels should probably be more space efficient than greenhouses, but greenhouses should probably be able to recoup their energy loss by burning their product. Mebbe your debuff is a little too "de-"?
- Fri Mar 04, 2016 6:57 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
In fairness, if you dont unzip it, it works fine :) The naming convention stems from Factorio expecting a version number following an underscore, while GitHub tags are appended following an emdash. If someone can tell me how to get GitHub to build releases which append the tag following an underscor...
- Wed Mar 02, 2016 3:46 am
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 13060
Re: Error in AssignID
mod is here: https://github.com/Blu3wolf/HARDmod/archive/ErrorInAssignID-TroubleShoot.zip rename to HARDmod_0.1.0.zip dependencies can be found online but are mirrored here for your convenience: http://blu3wolf.com/Factorio/ The set of mods provided here will cause an error on starting Factorio &quo...
- Tue Mar 01, 2016 11:27 pm
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 13060
Re: Error in AssignID
I could, but an easy way to replicate it would be to load up any mod, and in data set something to nil. Data.raw["item-group"]["production"] = nil For instance. The error comes up most often for me when removing things this way, which has been a more common use scenario for me th...
- Tue Mar 01, 2016 2:21 pm
- Forum: Modding help
- Topic: Error in AssignID
- Replies: 12
- Views: 13060
Re: Error in AssignID
Took me a while but that was ultimately the solution I had to use Rseding. Cheers for the suggestion.
Is that an error message that could be improved in a future version?
Is that an error message that could be improved in a future version?
- Tue Mar 01, 2016 12:29 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
can play but can't load saves afterwards: Unknown key:"Error while running the on_load: __Treefarm-Lite__/control.lua:58: attempt to index global 'game' (a nil value)" Can you try downloading TF-Lite 0.2.6 from https://github.com/Blu3wolf/Treefarm-Lite/releases and see if it still does it...
- Tue Mar 01, 2016 1:48 am
- Forum: Mods
- Topic: [MOD 0.12.0+] Greenhouses 0.1.0
- Replies: 46
- Views: 46895
Re: [MOD 0.12.0+] Greenhouses 0.1.0
Is there a license for the use of this mod?
- Sun Feb 28, 2016 12:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195625
Re: [0.12.x] RSO Discussion thread
I guess yeganers version didnt get finished? For present reference, then; is there a wiki or other reference on how to write a config for RSO to use for a mod? I assume RSO is made soft dependent on the mods it supports - if that is the case, are the mods responsible for defining resources they add ...
- Sun Feb 28, 2016 7:45 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 39418
Re: Source management and Licensing for Mods
Its probably also worth noting that Creative Commons do not recommend the use of their licenses for Software, either. Its not prohibited, but they are written with more physical things in mind.
- Sun Feb 28, 2016 3:49 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 195625
Re: [0.12.x] RSO Discussion thread
Is it possible for a mod to specify how its ores are handled by RSO? Or does RSO need to have a config submitted which is part of all RSO installs? Im making a sort of mod pack that builds on and modifies several large mods including Dytech and Bobs mods, and Id like the pack to require RSO be insta...
- Wed Jan 20, 2016 1:13 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
There is an easier way to do this, actually, but its subtle...
Just try using 0.2.3 over 0.2.4. Apologies for the confusion!
Just try using 0.2.3 over 0.2.4. Apologies for the confusion!
- Mon Jan 18, 2016 3:46 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
I will see about downloading Factorio 0.12.20 to see if I can replicate the errors, but I will be primarily aiming to have TF working with the latest experimental build rather than the last stable build. In any event Ill see what I can do. Tomorrow, after I get some sleep.
- Mon Jan 18, 2016 5:09 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
Im still not seeing the script errors, on a new 0.12.21/0.2.4 game with both coral and germlings being used. Ill keep messing with it to see if I can replicate the error.
- Sun Jan 17, 2016 4:59 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
Is this only happening with the coral seeds and not the germlings?
If so, I havent done any tests with the coral seeds yet, Ill have a look at those tomorrow and see if I can replicate it.
If so, I havent done any tests with the coral seeds yet, Ill have a look at those tomorrow and see if I can replicate it.
- Sun Jan 17, 2016 12:51 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
Hi katalex, which version of Treefarm and Factorio is this with? I cannot reproduce the issue here on TF Lite 0.2.4 and Factorio 0.12.21.
- Sun Jan 17, 2016 2:02 am
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
- Sat Jan 16, 2016 1:09 am
- Forum: Implemented Suggestions
- Topic: Ability to set Pollution on a per recipe basis
- Replies: 6
- Views: 16041
Re: Ability to set Pollution on a per recipe basis
I have considered this but it will not work with the mod paradigm I am developing. In particular it will not be appropriate for several of the furnaces, which I intend to already have a reasonably large selection of; Adding more of them will make things more confusing. Having two versions of the bui...
- Fri Jan 15, 2016 11:13 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 344130
Re: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
The Treefarm Lite linked above is deprecated; new version is up here: https://github.com/Blu3wolf/Treefarm-Lite/releases
Ill just be updating new versions in the thread here: https://forums.factorio.com/forum/vie ... 44&t=19124 rather than making additional posts in this thread.
Ill just be updating new versions in the thread here: https://forums.factorio.com/forum/vie ... 44&t=19124 rather than making additional posts in this thread.
- Fri Jan 15, 2016 11:07 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 98643
Re: Treefarm Download
Thanks for bringing this up speedy, fortunately there is a fix!
The fix is downloading the new patch here: https://github.com/Blu3wolf/Treefarm-Lite/releases
Cheers!
The fix is downloading the new patch here: https://github.com/Blu3wolf/Treefarm-Lite/releases
Cheers!
- Fri Jan 15, 2016 9:15 pm
- Forum: Implemented Suggestions
- Topic: Ability to set Pollution on a per recipe basis
- Replies: 6
- Views: 16041
Re: Ability to set Pollution on a per recipe basis
Unfortunately this will not be viable for me, as the time efficiency is another important aspect of the mod Im working on. Cheers for the tip though!