Search found 242 matches
- Thu Feb 05, 2015 3:26 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Alright pushing the current experimental builds into the stable downloads. Didn't get as much as i wanted done, but I also want to have the stable builds progress a little. Ill list the changes i can remember right off the top of my head. :? MoLogicCore Not many changes here. The most noticeable cha...
- Sun Feb 01, 2015 9:40 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Sorry for the wait on a update for this. (I've been doing lots of tweaks and changes and balancing testing. (And testing in multiplayer.)) I have a multiplayer friendly beta pack you guys can get. The versioning on this pack is hot though, I push updates to it everytime I test new features/balance. ...
- Wed Jan 28, 2015 5:10 am
- Forum: General discussion
- Topic: What's your hotbar look like?
- Replies: 12
- Views: 6048
Re: What's your hotbar look like?
What hotbar? I just grab what ever i need directly out of my inventory.
- Sat Jan 17, 2015 5:07 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
[quote="QuiglezGaming"]Hey so i am using this mod, for the longest time i was using regular old walls, lame as hell, i know... i recently tore down my entire setup to rebuild a bit more efficiently, i am now using force fields. i am having a problem where at night they tend to shut off du...
- Fri Nov 21, 2014 8:36 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Alright, turned out Cartman complete overhaul was changing around the technologys. I've changed mocombat to detect it and switch to the new technology. If theres any other inconsistencies, mod incompatibility just tell me. Ill do my best to correct them.
- Fri Nov 21, 2014 1:54 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
When I add MoCompat I get this error: Error in assignID, 'combat-robotics-2' was not recognized id of technology I'm failing to understand this error, combat-robotics-2 is part of the base game. Is there a chance you're playing with base mod disabled or another mod that removes/renames technologies?
- Mon Nov 17, 2014 6:51 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Thank you for combat robots and the trainport. Many, combined with railayer-mod, I have a mobile landfortress to thin biter hordes. I was unable to manually place train tracks to cross, intersect, or make a switch, until I disabled this mod: 0.11.X MoTransport 0.1.0 breaks train tracks already plac...
- Sun Nov 16, 2014 9:31 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Bump: Still here! And I bring the future! http://i831.photobucket.com/albums/zz239/Ludsoe/2014-11-16_14-17-15_zps6e5fb054.png Update to mopower that re-adds in the nuclear reactors i was working on. They work now. Gonna have to do some more testing but you guys can give it a shot and give me your fe...
- Thu Nov 06, 2014 11:45 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Everything but moweather appears to work in MP. Ill have to do more testing to solve the desync problems in moweather.Devildog wrote:Does this mod work on MP?
- Sun Nov 02, 2014 8:47 pm
- Forum: Pending
- Topic: [0.11.1][MP] Disabled mods count as active
- Replies: 2
- Views: 3177
[0.11.1][MP] Disabled mods count as active
When connecting to a server disabled mods can cause the game to refuse to connect, and you have to uninstall the mod or have both clients install and disable said mod.
- Sun Nov 02, 2014 5:12 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Offical Update: Sorry Ive been quite busy when multiplayer came out. Did get some multiplayer in, It was quite fun. MoLogicCore: Made the subscription to entities be created trigger when bots place entities now. Some multiplayer related fixes. Added MoEntity.findclosestplayer() returns the closest p...
- Fri Oct 10, 2014 9:18 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Hi! Trying out your mods, but having some issues with the logistics attack drones. I researched and built them, but when they are built they go from Advanced Attack Drone to Outdated Combat Robotics Port. Also when trying to deposit them into the world like regular drones they become combat robopor...
- Tue Sep 30, 2014 4:41 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Sorry, my post didn't make it clear, I would like some help getting a timer to to run the command to regenerate stone and coal. I can find code for timers, I know the command to regen, but I cannot get the code to execute. Can anyone help me? (My level of skill is zero, so be as basic as you can!) ...
- Sat Sep 27, 2014 3:50 am
- Forum: Modding help
- Topic: Simple help needed
- Replies: 18
- Views: 6249
Re: Simple help needed
Theres inventory functions: https://forums.factorio.com/wiki/index.php?title=Lua/Inventory You'd just store the chest entities in a table as their placed, loop them every once in a while and spawn items into them if they are below your limit. Or you can just ask and I can spend 10 minutes throwing t...
- Sat Sep 27, 2014 12:33 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 172393
Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!
Fixed this, and I've pushed all the experimental builds into stable status. The error was an accidental dependency on MoCombat, but I've added in a detection to disable that fuel source when mocombat isn't installed.the_noisies wrote:I placed the solid fuel generator and got the error shown on the attachment.
- Fri Sep 26, 2014 7:55 pm
- Forum: Modding help
- Topic: Simple help needed
- Replies: 18
- Views: 6249
Re: Simple help needed
What do you mean slowly generate items? Like it just pops new items into existence? Thats pretty easy.
- Thu Sep 25, 2014 7:05 pm
- Forum: Implemented mod requests
- Topic: change the recipes: Both Ingredients and Results
- Replies: 3
- Views: 4971
Re: change the recipes: Both Ingredients and Results
Specifying the temperature for the fluid in the recipe is something we had originally in mind for the oil refinery. In the end we decided to go with a simple solution and I am happy we did because it would probably be too much. But adding it for modding purposes is a good idea. I put it on our todo...
- Thu Sep 25, 2014 6:49 pm
- Forum: Not a bug
- Topic: [0.10.12] Generators Destroy Max Temperature Fluids.
- Replies: 5
- Views: 1980
Re: [0.10.12] Generators Destroy Max Temperature Fluids.
Well I guess it works as it should, kinda ruins my plans as i wanted a fluid that was already at its max temperature so you just had to pipe it to steam engines and it worked.
Time to go bump that suggestion dytech made a while back about controlling fluid temperatures with recipes.
Time to go bump that suggestion dytech made a while back about controlling fluid temperatures with recipes.
- Thu Sep 25, 2014 6:58 am
- Forum: Not a bug
- Topic: [0.10.12] Generators Destroy Max Temperature Fluids.
- Replies: 5
- Views: 1980
Re: [0.10.12] Generators Destroy Max Temperature Fluids.
I assumed generators produced energy based on the temperature of the fluid flowing through them. Lets say I have a fluid with its default temperature at its maximum temperature, It produces absolutely no energy at all as boilers won't heat it. Even though it should be producing energy due to its tem...
- Wed Sep 24, 2014 10:12 pm
- Forum: Not a bug
- Topic: [0.10.12] Generators Destroy Max Temperature Fluids.
- Replies: 5
- Views: 1980
[0.10.12] Generators Destroy Max Temperature Fluids.
Generators are hard coded to destroy any fluid that wasn't heated by a boiler. The fluid below gets destroyed regardless of its Temperature being default to max. { type = "fluid", name = "steam", default_temperature = 150, max_temperature = 150, heat_capacity = "2KJ", b...