Well thank you for everything
Everything works now! ^^
have a nice day
Search found 7 matches
- Fri Feb 21, 2020 5:00 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
- Fri Feb 21, 2020 1:13 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Re: Self_Made_Update
And well.
The only "problem" I currently have, when I hover over the turret, the game does not recognize its original name.
It just says "Unknown key: 'entity-name.at-advanced-laser-rangeboost-2' "
The only "problem" I currently have, when I hover over the turret, the game does not recognize its original name.
It just says "Unknown key: 'entity-name.at-advanced-laser-rangeboost-2' "
- Fri Feb 21, 2020 1:09 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Re: Self_Made_Update
Thank you very much. Although I decided to make a different approach. I changed the file_turret_name (?) of my modded turrets to match the ones created from the other mod. Since I don't rely on endgame combat, just on the additional turrets, that easily doable. And so far it all works =), I just hav...
- Fri Feb 21, 2020 12:51 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Re: Self_Made_Update
Well I am currently trying on making endgame combat working in 0.18, but it has some issues, I don't quite get. Factorio tells me, it tries to index a "nil-value" at the argument: table.insert( data.raw["recipe"] ["lightning-turret"].ingredients, {"steel-plate"...
- Fri Feb 21, 2020 12:17 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Re: Self_Made_Update
For starters, yes I do see this screen - but only related to another mod I don't use anymore (that also did not recieve updates). The mod I changed was this mod: (Additional Turrets - https://mods.factorio.com/mod/Additional-Turret-updated ) I have changed the following files: info.lua (to match wit...
- Fri Feb 21, 2020 10:22 am
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Re: Self_Made_Update
Hello, Thanks for your responce. Something I forgot to mention is, that the items in my inventory remained in place. And I didnt changed the migrations "tab" - the game had a problem with a missing "png", but I simply made a new one and gave the mod the new directory. Could this ...
- Thu Feb 20, 2020 9:09 pm
- Forum: Modding help
- Topic: Self_Made_Update
- Replies: 13
- Views: 1458
Self_Made_Update
Hey there, I would not consider myself a developer in tthis regards. But I had my most played factorio based on a mod, that, to this time, does not recieve updates to 0.18. Because I didnt want to wait any longer, I decided to "update" it myself a bit. I also made it useable in 0.18. But: ...