Search found 47 matches
- Tue May 25, 2021 12:43 am
- Forum: Modding help
- Topic: Coding Assistance: Solar/Accumulator Efficiency Research
- Replies: 3
- Views: 1618
Re: Coding Assistance: Solar/Accumulator Efficiency Research
The only thing that techs can modify directly are what's built into the game: https://wiki.factorio.com/Types/ModifierPrototype has the list.
However, as long as you're content with just modifying the output of the solar panel building, you can modify the surface's solar_power_multiplier via a ...
- Mon May 24, 2021 11:48 pm
- Forum: Modding help
- Topic: Coding Assistance: Solar/Accumulator Efficiency Research
- Replies: 3
- Views: 1618
Coding Assistance: Solar/Accumulator Efficiency Research
Good afternoon/morning.
I'm currently working on updating an old Solar panel mod of mine, and I'm trying to completely rework the mod to no longer need higher-tier solar panels and accumulators. As an alternative, I'm trying to add a research that acts similar to the mining-productivity research ...
I'm currently working on updating an old Solar panel mod of mine, and I'm trying to completely rework the mod to no longer need higher-tier solar panels and accumulators. As an alternative, I'm trying to add a research that acts similar to the mining-productivity research ...
- Sun May 13, 2018 7:47 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X - 0.16.X] Advanced Factorio
it's currently in progress, but it'll probably take awhile, as i don't have as much time to work on it as I'd like. I'll try to get to it by the end of the monthAmunidae wrote:Hey
Will you update the Drill-Mod?
Used them in all my previous games but now, i updated and cant use these
Thanks
- Fri Apr 13, 2018 2:24 am
- Forum: Modding discussion
- Topic: Move a recipe to a different technology
- Replies: 4
- Views: 2711
Re: Move a recipe to a different technology
I managed to get the everything working finally. however, I found another issue that needs a workaround.
Is there some way to reload recipes after the technology has already been completed. I know that "migrations" can do this, but as far as I am aware, migrations doesn't work when going from "no ...
Is there some way to reload recipes after the technology has already been completed. I know that "migrations" can do this, but as far as I am aware, migrations doesn't work when going from "no ...
- Thu Apr 12, 2018 1:31 am
- Forum: Modding discussion
- Topic: Move a recipe to a different technology
- Replies: 4
- Views: 2711
Re: Move a recipe to a different technology
Well, adding to an existing technology is fairly easy.
this example is from my library, so has a fair bit of safety adding to it, to make sure other mods didn't outright delete the technology or something.
instead of technology, you'd use... "logistic-robots" or whatever your technology is, and ...
this example is from my library, so has a fair bit of safety adding to it, to make sure other mods didn't outright delete the technology or something.
instead of technology, you'd use... "logistic-robots" or whatever your technology is, and ...
- Wed Apr 11, 2018 3:29 am
- Forum: Modding discussion
- Topic: Move a recipe to a different technology
- Replies: 4
- Views: 2711
Move a recipe to a different technology
Good evening.
I'm currently making a mod that adds a modified roboport. I am wanting to tech this roboport behind the vanilla roboport, but I want the player to have to use this modified roboport before using the vanilla one.
In order to do that, I'm wanting to move the vanilla roboport to the ...
I'm currently making a mod that adds a modified roboport. I am wanting to tech this roboport behind the vanilla roboport, but I want the player to have to use this modified roboport before using the vanilla one.
In order to do that, I'm wanting to move the vanilla roboport to the ...
- Fri Apr 06, 2018 2:24 am
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X, 0.14.X] Advanced Factorio
Advanced Belt Laying, control.lua line 86-87
if item then item=item.name else item=toplace[e.name] end
if item and p.get_item_count(item)>0 then
needs to be
if item.valid_for_read then item=item.name else item=toplace[e.name] end
if item.valid_for_read and p.get_item_count(item)>0 then
bug ...
if item then item=item.name else item=toplace[e.name] end
if item and p.get_item_count(item)>0 then
needs to be
if item.valid_for_read then item=item.name else item=toplace[e.name] end
if item.valid_for_read and p.get_item_count(item)>0 then
bug ...
- Mon Apr 02, 2018 11:46 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X, 0.14.X] Advanced Factorio
Heelllooo everyone. I can honestly say I have returned from the void and am returning to Factorio modding, so anyone looking for some of these mods to be updated will not need to wait too long. I'm surprised to find that apparently, I've left a bit of a legacy in Factorio modding unbeknownst to me ...
- Wed Apr 26, 2017 7:38 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X, 0.14.X] Advanced Factorio
Update for 0.15 Please?
request update for Advanced Electric mod
i have tried but can not update with out crash by just changing info.json v14 to v15
error accumulator signals-a is not recognized but editing out this for each accumulator will allow usage, just have to assign a output signal ...
request update for Advanced Electric mod
i have tried but can not update with out crash by just changing info.json v14 to v15
error accumulator signals-a is not recognized but editing out this for each accumulator will allow usage, just have to assign a output signal ...
- Mon Sep 12, 2016 9:19 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X, 0.14.X] Advanced Factorio
Any chance that there could be a config option to disable the easy belt laying? I love the pipes and belts but the belt laying changes drive me nuts more often than they help out. I'd love it if I could just change a setting in the config file to disable just that piece of the mod.
Thanks for ...
Thanks for ...
- Sun Aug 28, 2016 12:17 am
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 111156
Re: Introduction, Downloads & Release history
Hello, everyone. I took the liberty of once again updating this mod. This is an updated version of Fatmice's 0.13.1, now usable in Factorio 0.14
- Sat Aug 27, 2016 11:39 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X] Advanced Factorio
I have been a bit busy for the last few weeks, but I should be able to get a .14 version of all 4 mods within a day.Qloshae wrote:Is a .14 update to the mod coming?
UPDATE: All mods should be completely updated now
- Sat Aug 06, 2016 3:53 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X] Advanced Factorio
Hi,
just got a exception from Advanced Logistics:
6378.046 Error MainLoop.cpp:665: Exception at tick 424377: Error while running the event handler: __Advanced-Logistics__/control.lua:86: LuaItemStack API call when LuaItemStack was invalid.
I am unable to replicate the error. Can you send me ...
just got a exception from Advanced Logistics:
6378.046 Error MainLoop.cpp:665: Exception at tick 424377: Error while running the event handler: __Advanced-Logistics__/control.lua:86: LuaItemStack API call when LuaItemStack was invalid.
I am unable to replicate the error. Can you send me ...
- Fri Aug 05, 2016 9:37 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35947
Re: [0.13.X] Advanced Factorio
Hi i have a mod request for advanced electric is it possible to hook up the solar panels with a circuit wire to a circuit network so that it can output the power it produces i want to build an alarm with the circuit network that gives off a warning signal when the solar panels are for example: at ...
- Sat Jul 30, 2016 6:00 pm
- Forum: Modding help
- Topic: Fixing the control.lua
- Replies: 3
- Views: 2219
Re: Fixing the control.lua
Here's a version "working" in .13.
At the moment, the GUI click problem is fixed, although there's now no way to rename the "channel" you're sending items on. So, in a way, I guess it's working even less
At the moment, the GUI click problem is fixed, although there's now no way to rename the "channel" you're sending items on. So, in a way, I guess it's working even less
- Sat Jul 30, 2016 5:34 pm
- Forum: Modding help
- Topic: Fixing the control.lua
- Replies: 3
- Views: 2219
Re: Fixing the control.lua
No. I was using the .12.35 build to try and get it to work before going to .13, so there aren't any .13 modifications yet.
As for what kind of problems, there have been way too many to count. A lot of them I think have been fixed, but i'm not sure.
As of the version given, there are no errors ...
As for what kind of problems, there have been way too many to count. A lot of them I think have been fixed, but i'm not sure.
As of the version given, there are no errors ...
- Sat Jul 30, 2016 3:37 pm
- Forum: Modding help
- Topic: Fixing the control.lua
- Replies: 3
- Views: 2219
Fixing the control.lua
Hello, everyone. I have been attempting to get the mod TeleBelts to work for several weeks now, and have exhausted all my abilities to make this control.lua work. Is there anyone with more coding knowledge than me who can get this to work?
Here is a copy of the mod that I've modified, as well as ...
Here is a copy of the mod that I've modified, as well as ...
- Tue Jul 26, 2016 10:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Tanks! for Bob!
- Replies: 29
- Views: 31335
Re: [MOD 0.12.x] Tanks! for Bob!
I can confirm that Advanced Tanks is the same as this mod, and works for Factorio 0.13.
That said, I'm not sure what changes OP made to make the original mod work with Bob. Advanced Tanks is specifically a 0.13 update of the original version by KON_Air and Maser. So, if any changes were made to ...
That said, I'm not sure what changes OP made to make the original mod work with Bob. Advanced Tanks is specifically a 0.13 update of the original version by KON_Air and Maser. So, if any changes were made to ...
- Sat Jul 23, 2016 6:27 pm
- Forum: Mods
- Topic: [0.11.2+] Tanks! 0.0.9
- Replies: 14
- Views: 38223
Re: [0.11.2+] Tanks! 0.0.9
For anyone looking for an updated 0.13 version of this mod, you can find it here: https://mods.factorio.com/mods/Neomore/Advanced-Tanks
I am keeping Maser's version updated for him, so this shouldn't look too different.
I am keeping Maser's version updated for him, so this shouldn't look too different.
- Sat Jul 23, 2016 6:24 pm
- Forum: Mods
- Topic: [MOD 0.12.11] Tanks
- Replies: 4
- Views: 14647
Re: [MOD 0.12.11] Tanks
Will you update this mod for 0.13?
After seeing this forum and speaking with Maser, I have taken over keeping the mod updated, and have released the new version for Factorio 0.13.X. There are still a couple things I want to change (one item isn't properly localized, and I'd like to make the tanks ...
After seeing this forum and speaking with Maser, I have taken over keeping the mod updated, and have released the new version for Factorio 0.13.X. There are still a couple things I want to change (one item isn't properly localized, and I'd like to make the tanks ...