Search found 292 matches
- Fri Apr 08, 2016 5:38 am
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65026
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I also got it working with v0.12.29. I did make some changes for myself though. I simply have : solar panel -> 4x solar panel = mk2 -> 4x mk2 = mk3 -> 4x mk3 = mk4 So, I only have the space advantage. Everything else is identical (so one mk3 is exactly the same as putting down 16 vanilla solar panel...
- Thu Apr 07, 2016 7:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Flatland (0.12.0)
- Replies: 7
- Views: 8226
Re: [MOD 0.12.x] Flatland (0.12.0)
So I can start a world where the whole world has a concrete floor? (quicker walking and easier to see what you're building).
- Thu Apr 07, 2016 2:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Flatland (0.12.0)
- Replies: 7
- Views: 8226
Re: [MOD 0.12.x] Flatland (0.12.0)
Is it only the decorative stuff? Or do you also remove forests/trees and such?
Also, what do you mean with 'concrete over water'?
Also, what do you mean with 'concrete over water'?
- Tue Apr 05, 2016 6:03 am
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 55705
Re: [0.12.29] Starting in the middle of an ocean
Oh, sorry about that. Why doesn't the generator simply check whether you can reach at least, say, 100 tiles? This should be easy to fix. If there are a gazillions mentions of this bug, maybe that's a hint a lot of people encounter this problem. If this is your first play, it's VERY confusing what yo...
- Mon Apr 04, 2016 7:58 pm
- Forum: Duplicates
- Topic: [0.12.29] Starting in the middle of an ocean
- Replies: 166
- Views: 55705
[0.12.29] Starting in the middle of an ocean
I started a new game and couldn't do anything:
- Mon Apr 04, 2016 7:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nightvision mod
- Replies: 13
- Views: 17395
Re: [MOD 0.12.x] Nightvision mod
Can we change the night colour without using night vision goggles? I mean, can the default night colour be less dark? I don't really like the darkness when building factories. I do want the solar panels to have no energy output though.
- Sun Apr 03, 2016 9:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 46827
Re: [MOD 0.12.x, 0.11.17+] Radar 2.0
Thanks HeilTec!
- Sun Apr 03, 2016 3:59 pm
- Forum: Mods
- Topic: [MOD 17.X] Compressed materials
- Replies: 32
- Views: 21437
Re: [MOD_.12.X] Compressed materials
I found a way to get this to work!
You can simply change the 'stack_size' parameters of the items. No need for complex mods or anything. I changed all the 'stack_size' parameters to 1000. Now my inventory looks clean again.
PS
You can create everything by hand if you use the above technique.
You can simply change the 'stack_size' parameters of the items. No need for complex mods or anything. I changed all the 'stack_size' parameters to 1000. Now my inventory looks clean again.
PS
You can create everything by hand if you use the above technique.
- Sun Apr 03, 2016 3:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35032
Re: [MOD 0.12.x] Rescaled Evolution Factor
Aha! That makes sense.
Thanks.
Thanks.
- Sun Apr 03, 2016 1:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35032
Re: [MOD 0.12.x] Rescaled Evolution Factor
Yes! That worked.
Sorry for being ignorant, but isn't the evolution factor in multi-player the same for every player?!? I thought it had to do with the map, not the player.
Sorry for being ignorant, but isn't the evolution factor in multi-player the same for every player?!? I thought it had to do with the map, not the player.
- Sun Apr 03, 2016 12:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35032
Re: [MOD 0.12.x] Rescaled Evolution Factor
Could you please tell me how to see what the current evolution factor is? The wiki states that you have to type this: game.player.print(game.evolution_factor) I press the ` key (the key that also has the ~) to get a command prompt en then paste the command there. Unfortunately, nothing seems to happ...
- Sat Apr 02, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 122783
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Thanks for updating!
- Sat Apr 02, 2016 1:46 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65026
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
The mod seems to work great for me.
I made a small change so that you have a small added advantage power-wise when upgrading.
Thanks!
I made a small change so that you have a small added advantage power-wise when upgrading.
Thanks!
- Thu Mar 31, 2016 1:38 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 92602
Re: [MOD 0.12.x] Electric Furnaces v1.3.1
How can I uninstall this mod without losing my vanilla furnaces?
I removed the mod, but now all my VANILLA furnaces are gone.
I removed the mod, but now all my VANILLA furnaces are gone.
- Thu Mar 31, 2016 1:36 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65026
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
This sounds great! I'm getting really annoyed by the current weak solar panels.
Will give this a go.
Will give this a go.
- Fri Mar 25, 2016 8:37 am
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 61086
Re: [MOD 0.12.x] K&L Inserters
1.
Is v0.2.4 the version that has the fix you mentioned?
2.
With v0.13 your mod will work better because of something the developers added?
Is v0.2.4 the version that has the fix you mentioned?
2.
With v0.13 your mod will work better because of something the developers added?
- Thu Mar 24, 2016 9:12 am
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 16228
Re: [MOD 0.12.x] Near Inserters v1.0.0
I just discovered K&L inserters. I'm going to give that a try because you can choose far/near/left/right and such on placement.
- Wed Mar 23, 2016 10:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 16228
Re: [MOD 0.12.x] Near Inserters v1.0.0
Sir, you are a genius!
I did what you said and it seems to work!!!
Here are the fixed mods:
I did what you said and it seems to work!!!
Here are the fixed mods:
- Wed Mar 23, 2016 1:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 16228
Re: [MOD 0.12.x] Near Inserters v1.0.0
I find it logical that an object remains the same when you pick it up. Every other object in the game works like that.
Could you please tell me exactly how to make the changes, or perhaps release 2 versions of your mod?
Could you please tell me exactly how to make the changes, or perhaps release 2 versions of your mod?
- Wed Mar 23, 2016 11:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 16228
Re: [MOD 0.12.x] Near Inserters v1.0.0
Ok, unfotunately my enthusiasm was slightly too high because I discovered a problem/bug.
How can I keep the inserters the same type? Every time I rearrange my inserters they 'forget' whether they were near or far. This is INCREDIBLY annoying.
Help?
How can I keep the inserters the same type? Every time I rearrange my inserters they 'forget' whether they were near or far. This is INCREDIBLY annoying.
Help?