...I stand corrected! My apologies for assuming without researching. I'll amend my previous post.SquarelyCircle wrote: ...snip insightful analysis...
It may be the same idea, but it's definitely a different mod.
Search found 24 matches
- Wed Feb 22, 2017 2:54 am
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41809
Re: [MOD 0.12] Hazzard's Gravestone Mod
- Sun Feb 12, 2017 11:36 pm
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41809
Re: [MOD 0.12] Hazzard's Gravestone Mod
I updated the mod for v0.14 and updated it in the mod portal.
https://mods.factorio.com/mods/jakimfett/gravestones
EDIT: Correctness.
https://mods.factorio.com/mods/jakimfett/gravestones
EDIT: Correctness.
- Fri Jul 08, 2016 4:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226510
Re: [MOD 0.12.x] Autofill
Here you go for now. Current known issues: Bob's Batteries are not getting inserted in tank-3 Removing a mod which has a fuel item in the autofill table will cause crash on next autofill. Ammo is not prioritized correctly for bob's if you have piercing rounds and nuke bullets in your inventory it w...
- Fri Jul 08, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.13] Warehousing v0.0.10
Do you get the stuttering even without any warehouses placed?CaptainRush wrote:i have about 15 mods installed and running smooth 60fps
when i activate the warehouse mod i get stuttering and around 48 fps max...
What are your system stats (CPU, RAM, GPU)?
How big is your world?
Which mods do you have installed?
- Sat Jul 02, 2016 7:19 pm
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164203
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
SpeedyBrain wrote: Thank you jakimfett for making the old version compatible with 0.13 :>
- Sat Jul 02, 2016 7:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.13] Warehousing v0.0.10
Factorio won't run if you don't change the folder name to match the name in info, and Migrations don't work for testing if they don't match version number. It makes using Git with Factorio mod numbers a pain. Oh! Yeah, the important thing is that the zipfile is named correctly...the folder inside c...
- Sat Jul 02, 2016 6:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226510
Re: [MOD 0.12.x] Autofill
I am working on some tweaks for this as well. so far I have: -Added shuttle train autofill -removed color coding locos since it is not needed for factorio .13 -Added bobmods ammos, tanks, artillery, lasers -added uranium power That's fantastic, please make a pull request when you've got it all test...
- Sat Jul 02, 2016 4:48 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.13] Warehousing v0.0.10
That should work. How is the version number managed for testing btw? If I try to rename the folder, github can't find it since its a different folder. No way to compare old and new if you do that. Not sure what you mean...the version number gets incremented when there's a release...I think...I stil...
- Fri Jul 01, 2016 9:51 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Smarter Chests (requester/storage hybrid)
- Replies: 12
- Views: 24020
Re: [MOD 0.12.11+] Smarter Chests (requester/storage hybrid)
I'm adding this to my list of mods to update to 0.13.x, when I have a few free minutes.
- Fri Jul 01, 2016 5:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226510
Re: [MOD 0.12.x] Autofill
So for Autofill to work in vanilla, the newest unoffical update of Autofill 1.3.13/1.3.14. In order for Autofill to be able to insert ammo into gun turrets. 'basic bullets' needs to be changed to or have added 'firearm-magazine' and 'ap bullets' needs to be changed to or have added 'piercing-rounds...
- Fri Jul 01, 2016 4:31 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.13] Warehousing v0.0.10
Link what? The updated version of the mod is available via the mod portal...there's a link in the first post in this thread.Airat9000 wrote:please link in forum
- Fri Jul 01, 2016 5:36 am
- Forum: Mods
- Topic: [MOD 0.12.1] Supreme Warfare - 1.0.5
- Replies: 139
- Views: 164203
Re: [MOD 0.12.1] Supreme Warfare - 1.0.5
i cant get this to work, im getting the notice __ SupremeWarfare__/control.lua:46: attempt to index global 'game' (a nil value) error Replace all instances of "game.on_" with "script.on_" in the file control.lua, and it'll work just fine in 0.12.35, see this thread for more info...
- Fri Jul 01, 2016 4:51 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.13] Warehousing v0.0.10
Yup, just unzip the latest version, replace the graphics/entity/warehouse-basic.png file with the smart warehouse graphic, and re-zip the mod.tehroach wrote:is there an easy way that I could replace the graphics, so the current warehouse looks like the old smart warehouse?
- Fri Jul 01, 2016 2:33 am
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 41809
Re: [MOD 0.12] Hazzard's Gravestone Mod
Any chance of a 0.13 version of this? It looks like Hazzard hasn't been online in 8+ months . However, the mod is licensed under GPLv2, so I've put it on github and updated it for Factorio v0.13.x . Fair warning, this is a pre-release , make backups of your world if you value it at all, and please ...
- Thu Jun 30, 2016 3:12 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.12.18] Warehousing v0.0.10
So, everyone, please grab from the mod portal, and have fun! I went ahead and took down my pre-release , and linked to the mod portal so people don't get confused about where to get the official version. Awesome, Thanks Also, thanks for your work on the mod, it's made it a lot easier to take it to ...
- Thu Jun 30, 2016 3:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.12.18] Warehousing v0.0.10
I went ahead and took down my pre-release, and linked to the mod portal so people don't get confused about where to get the official version.Anoyomouse wrote:So, everyone, please grab from the mod portal, and have fun!
- Thu Jun 30, 2016 5:54 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226510
Re: [MOD 0.12.x] Autofill
I put together an update for Factorio v0.13.x, and have created a pull request on github . (because the update from DantHimself didn't check for invalid items in mod saved data) The updated mod file can be downloaded from my github releases page , I'll take it down once the author does an official u...
- Thu Jun 30, 2016 3:02 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.12.18] Warehousing v0.0.9
I updated the pre-release to properly migrate smart warehouses. Grab it from my github releases page . Also created a pull request with the additions . I tested and confirmed that smart warehouses do indeed convert properly to basic warehouses when moving from 0.12.x to 0.13.x. http://pics.jakimfett...
- Thu Jun 30, 2016 1:55 am
- Forum: Technical Help
- Topic: fail to start a new game in 0.13.0
- Replies: 3
- Views: 1947
Re: fail to start a new game in 0.13.0
...not comaptible with 0.13... Just so you're aware, the map itself can be incompatible with a newer version. If you're getting errors like: ...factorio/temp/currently-playing/control.lua: module defines not found; You may need to convert the map to a scenario and then re-load the map in the new ve...
- Wed Jun 29, 2016 7:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228275
Re: [MOD 0.12.18] Warehousing v0.0.9
HA! Found some solid info.
First, the Factorio wiki page has a lot of good info. There's also a couple of forum posts on the topic.
I'll add a migration file tonight, then test it with a couple of old worlds.
First, the Factorio wiki page has a lot of good info. There's also a couple of forum posts on the topic.
I'll add a migration file tonight, then test it with a couple of old worlds.