Search found 841 matches
- Sun May 21, 2017 10:35 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.1
Checked Github and searched this form, didn't see this bug previously listed. Bug: After mod uninstall, launching a rocket with or without a satellite crashes the game/server. Upon reinstalling the mod the error does not occur. Notice: Error while running event level::on_rocket_launched (ID 10) ......
- Sun May 21, 2017 7:50 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Known issue -- version 1.5.1 is now available containing the fix (et al.).thelordodin wrote:Bug: an error if trying to open campaign or tutorial if this mod is enabled.
- Sun May 21, 2017 7:25 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96973
Re: [MOD 0.14] Satellite Uplink Station 1.0.6
Since it seems there is enough demand -- and considering zoom-to-map doesn't let you explore new chunks -- I'll start on an update for v0.15.
- Sat May 20, 2017 1:16 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50215
Re: [MOD 0.15] Vehicle Wagon 1.1.0
Right you are, sorry I missed ya; I've added you in now.Phasma Felis wrote:Hey! I helped too, a bit.
- Fri May 19, 2017 8:44 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
The two settings for toggling auto-targeting in the visible regions and for auto-targeting as radars scan distant regions are technically independent; Their descriptions definitely need updating, but you can turn off the "Enable Auto-Targeting" setting and leave the "Auto-Target Nest...
- Fri May 19, 2017 3:25 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50215
Re: [MOD 0.15] Vehicle Wagon 1.1.0
Thanks for the contributions guys, version 1.1.0 is now released. A new feature is blinking arrows that indicate which vehicle you have selected for winching -- try it out and see!
- Fri May 19, 2017 1:01 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Targeting queue or other adjustment to auto-targeting would be useful. In my current save with the target "visible" area turned on, I'm still seeing auto-targeting way out in random locations far outside the permanent visible radius. Instead it is still targeting out in the extended scan ...
- Wed May 17, 2017 11:18 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
I seem to get this when starting a Wave Defense Scenario (and similar errors with other scenarios other than Freeplay) Not a deal breaker, just making sure you are aware of it. Error AppManager.cpp:421: Error while running the on_init: Unknown interface: silo_script stack traceback: __Orbital Ion C...
- Wed May 17, 2017 9:15 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Hi, Is it posible to queue ion Cannon targets? I currently have 3 in orbit and im preparing to expand NW of my base, i would like to be able to clear out that region a bit before heading out there in my tank, but the autotarget is random! Yeah, the auto-target can be quite random depending on how y...
- Tue May 16, 2017 8:10 pm
- Forum: Modding interface requests
- Topic: defines.event.on_entity_crafting_complete
- Replies: 4
- Views: 1432
Re: defines.event.on_entity_crafting_complete
Indeed, I was just pointing that event out because it seemed the OP wasn't aware of it.Rseding91 wrote:Yes, because the player count is not in the 10s of thousands and has a fixed crafting speed.
- Tue May 16, 2017 7:05 pm
- Forum: Modding discussion
- Topic: Need some help about mod license
- Replies: 8
- Views: 3308
Re: Need some help about mod license
+1 for MIT license
- Tue May 16, 2017 7:00 pm
- Forum: Modding interface requests
- Topic: defines.event.on_entity_crafting_complete
- Replies: 4
- Views: 1432
Re: defines.event.on_entity_crafting_complete
Don't we already have this for players?Mylon wrote:event = {entity = "assembler", recipe = "recipe" }
I want this for assemblers, but I might be able to see some use for players too.
- Mon May 15, 2017 8:52 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Is it now possible to use the ion cannon targeter from map view? It would be a really cool Feature. Yes, it is now possible to use the targeter from 0.15's new zoom-to-map feature. :D Can you read the Radar name and print it out when a firing is taking place? I drop a train stop next to Radar's and...
- Mon May 15, 2017 8:40 am
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 119523
Re: [MOD 0.15] Squeak Through 1.1.7
Hmm... Version 1.1.7 of the mod works fine for me in Factorio 0.15.10.NekoDwarf wrote:15.10 update possible ?
Are you seeing any errors on your end?
- Sat May 13, 2017 10:49 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
I did not bother using it since the recipes are cheap base level of things not just the expensive recipes. I always found this mod to be super cheap for the power it offered I always wish there was quite a harder / more complex one cost wise. I guess I'm the only one who feels a death beam from the...
- Sat May 13, 2017 5:44 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
All right, 1.5.0 update finalized! Lengthy changelog this time: Updated for Factorio 0.15. Auto-Targeting of ion cannons no longer requires dedicated Auto-Targeting Stations. Instead, after researching Auto-Targeting, *any* radar scanning activity will scan for nests and target ion cannons as needed...
- Sat May 13, 2017 5:42 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50215
Re: [MOD 0.14] Vehicle Wagon 1.0.6
Nice, I'll review it when I next have time.
- Thu May 11, 2017 1:29 am
- Forum: Ideas and Suggestions
- Topic: Train wagon to transfer vehicles
- Replies: 2
- Views: 1361
Re: Train wagon to transfer vehicles
Not updated to 0.15 but .... https://mods.factorio.com/mods/Supercheese/Vehicle%20Wagon In the most recent post in the relevant thread, The_Destroyer kindly offers an unofficial update for 0.15 compatibility! It'll likely be very similar to the official update I'll post to the mod portal once I've ...
- Mon May 08, 2017 6:33 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Thanks, that's sorted it. I didn't think to dive into the log files, hmm.Nexela wrote:3.414 Error ModManager.cpp:693: Load locale error for mod "Orbital Ion Cannon": Duplicate key "ion-cannon-voice-style" in property tree at ROOT.mod-setting-description
- Mon May 08, 2017 5:29 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322158
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
Thanks, fixed those... but same problem still.Nexela wrote:congratulations-first = Congratulations at sending up your first orbital ion cannon!
congratulations-additional = Congratulations at sending up another orbital ion cannon!