Search found 42 matches
- Sun Aug 07, 2016 8:10 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
hello, great mod, i love playing it and am looking forward to the next update, one small problem i have found is that with the mark 2 and mark 3 wagons they do not sit right on the track compared to the normal wagon, instead of 1 space between them there are 2 spaces, is this intended or a bug? Yes...
- Sat Aug 06, 2016 3:40 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
No problem it is a valid question. Right now it is just a craft component but I might change it in a future update.imaytag wrote:Hey sorry for noob question but what is pollution filter and how do I use it?
- Sun Jul 31, 2016 5:27 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
I get this error at launch with mod version 0.1.9 and Factorio version 0.13.11: Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9" __FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_...
- Thu Jul 28, 2016 9:16 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
I get this error at launch with mod version 0.1.9 and Factorio version 0.13.11: Error Util.cpp:58: Failed to load mod "FactorioExtended-Transport 0.1.9" __FactorioExtended-Transport__/data.lua:8: ...ended-Transport__/prototypes/entity/entity-transport.lua:724: attempt to call global 'get_...
- Sun Jul 10, 2016 7:53 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
First of all thank you for all the hard work on the mod. I've enjoyed playing with it very much. The nerfing in the latest release though is kind of frustrating. Your reduced range of the power poles and roboports basically means that my entire base is broken and has to be reworked, which is a not ...
- Sun Jul 10, 2016 5:22 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
No problem I am glad that it was caught, and I hope that enjoy my mod. :Dm2cengine wrote:Thanks for the quick update! Works - will definitely try this mod once I'm done with my current game.
- Sun Jul 10, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9
I'm getting an error when I installed core/equip/logistics/machines/power/weaponry from the in-game addon browser. Game version 13.6 Error is: Error in assignID, item with name 'pipe-mk2' does not exist. Hi sorry about this, I forgot that I added a recipe with an item from a different component and...
- Mon Jun 20, 2016 1:28 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.1.5
Thank you all for your suggestions and support it mean a lot to me. A couple of thinks to note are.
1. I do plan to update to 0.13.x
2. I am still balancing and add to the mod it is NOT finished
3. Any suggestions you have are always welcome
Thank you all again and I hope you all have a great day.
1. I do plan to update to 0.13.x
2. I am still balancing and add to the mod it is NOT finished
3. Any suggestions you have are always welcome
Thank you all again and I hope you all have a great day.
- Wed Mar 16, 2016 11:47 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.1.3
The prerequisite of mechanical engineer 2 is itself. I have tried to change the code with the one provided but alas. prerequisites = {"mechanical-engineer-2"}, type = "technology", name = "mechanical-engineer-2", icon = "__FactorioBasics-Core__/graphics/technology...
- Wed Mar 16, 2016 11:45 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.1.3
Did you change the version number of the mod as well? Because as far as I know the game doesn't really register much of a change when loading a game and the mods have the same version number. Increasing the number would force the change for the save file. That way it should theoretically work. Yes ...
- Mon Mar 14, 2016 5:30 am
- Forum: Gameplay Help
- Topic: Factorio Item Supply and Demand [Discontinued]
- Replies: 1
- Views: 963
Factorio Item Supply and Demand [Discontinued]
So I realized that lots of people are looking for something like this and that everyone kind of needs something like this so here it is. It is a spreadsheet on googledocs that lets you input information and then get a bunch of data back like how many of all the recipe items you need and how many ass...
- Tue Feb 23, 2016 1:42 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.1.1
This looks great. I been wanting a mod that extends the gameplay. Though I also want one that can only be used pretty much after the main gameplay is sort of finished. Like one big ass research to finish unlocking a while set of new tools to keep going. Maybe like send a rocket into space 10 times ...
- Sun Feb 21, 2016 10:01 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.1.1
How do you make titanium ore? Can't find anything that produces it, and can't be hand-made. The recipe says "Made in:" and then blank. Hi fredcop, Thank you for pointing this out I didn't notice. Here is a fix download this file and replace the recipes.lua file in the FactorioBasics-Core_...
- Thu Feb 18, 2016 4:38 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.0.9
Very nice mod. I have been wanting something like this for a long time that just expands upon the vanilla items rather than having to get like Bob's of Dytech just to get some upgrade belts/robots etc. The graphics also look quite nice. :D I'm definitely gonna do a Mod Spotlight on this one as I th...
- Wed Feb 10, 2016 4:17 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Extended 0.0.5
Questions. How much better are all tiers in comparison to the original? Cause i use bob's and until these are better or good alternative's i might use it. But looks like a nice concept. Hi oresKa2, I have added the vanilla items to the Implemented Items tab so people can compare the difference righ...
- Sun Feb 07, 2016 7:45 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
Re: [MOD 0.12.x]Factorio Basics 0.0.3
Thanks for that haha. In the mod it is Mk II and Mk III I just messed it up on the forum. I will change that right away. Thank you.Lurkily wrote:Haven't tried this yet, but Mk I usually refers to the original - shouldn't it be Mk 2/Mk 3?
- Sun Feb 07, 2016 8:38 am
- Forum: Modding help
- Topic: [0.12.20]Item Order Not Working!!
- Replies: 3
- Views: 3050
Re: [0.12.20]Item Order Not Working!!
Ya me to it is really annoying but I got it to work for the most part so thats what counts.Natha wrote:I figured out, that the order strings only work perfectly for technologies. For items and recipes, they doesnt work well. I hope the team will fix it :/
- Sun Feb 07, 2016 8:36 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 163323
[MOD 0.12.x]Factorio Basics 0.0.1
Factorio Basics Factorio Version: 0.12.x Mod Version: 0.0.1 Dependencies: None Website: http://www.factoriomods.com/mods/factorio-basics Description: Just adds more tiers of items to the game. Some Recipes May Change! Added Items: Solar Panel Mk1/Mk2 Accumulator Mk1/Mk2 Cargo Wagon Mk1/Mk2 Rapid In...
- Sun Feb 07, 2016 7:37 am
- Forum: Modding help
- Topic: [0.12.20]Item Order Not Working!!
- Replies: 3
- Views: 3050
Re: [0.12.20]Item Order Not Working!!
I figured to out. My item-group was the same a a vanilla item-group so it put the items in a weird order.
- Sun Feb 07, 2016 7:04 am
- Forum: Modding help
- Topic: [0.12.20]Item Order Not Working!!
- Replies: 3
- Views: 3050
[0.12.20]Item Order Not Working!!
I do play play with mods and I make mods myself. I made a mod and no matter what order I tell the items to go in on the personal players crafting screen they always end up all messed up. In the logistics request gui though the items always are in the perfect order. This makes no sense to me for the ...