Hi there,
I do not play factorio anymore, but I corrected a few things and published a new version :
- correct max tank sizes (you should not have to rebuild tanks now)
- add a vertical scroll bar in the item pane when you have a lot of mods/groups installed.
Have fun.
Search found 1524 matches
- Thu Oct 05, 2017 5:22 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 204017
- Fri Sep 15, 2017 2:10 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94270
Re: [MOD 0.13] Mining Tools - resources generation
oh ok...Nexela wrote:I think they downloaded the version that Airat posted and not the version on the portal.
so I am sorry, I cannot maintain alternate exotic versions.
- Fri Sep 15, 2017 1:34 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94270
Re: [MOD 0.13] Mining Tools - resources generation
Could you be more precise ?Eep wrote:Lots of "unknown key" text in the icon descriptions. Also, seriously, 5000 red and green science packs required to research this?? Come on...
I do not find any unknown description. What is your langage ?
And what is the resarch that costs 5000 ?
- Fri Sep 15, 2017 12:09 pm
- Forum: Mods
- Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
- Replies: 90
- Views: 39922
Re: [MOD 0.13] AutoPvP - automated PvP map and forces
mod updated on portal with Grimshad angel ores integration.
- Tue Sep 12, 2017 7:41 pm
- Forum: Mods
- Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
- Replies: 90
- Views: 39922
Re: [MOD 0.13] AutoPvP - automated PvP map and forces
I've made this mod compatible with Angels ores. I will post it here as soon as the mod author gives me permission to do so. The mod author also has my permission to include my changes in the core mod. ok for me. Please post the change and I will update the mod. Did you test it without angel mod ins...
- Mon Sep 11, 2017 12:28 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68441
Re: [MOD 0.13] Time Tools (& Clock Combinator)
ok, I understand what you mean now.
I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions.
I do not know this old TimeButtons mod, but alas, I'm not playing nor modding factorio anymore. From now on, I just make the minimum to adapt my mods to new factorio versions.
- Mon Sep 11, 2017 7:39 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68441
Re: [MOD 0.13] Time Tools (& Clock Combinator)
is it possible to (add if it is not already there) to increase speed up to 64x when crafting something manually and revert it back to normal (or previously set speed) when it is done? i haven't played factorio for years and , just came back and that was available for one of the mods which had not b...
- Wed Aug 23, 2017 8:34 am
- Forum: Mods
- Topic: [MOD 0.13] Electric Void
- Replies: 22
- Views: 18352
Re: [MOD 0.13] Electric Void
The use of global.tick in different modes simultaneously leads to braking and crashing the game (for example, 4-5 fps / ups). I recommend to use global[MOD_NAME].tick This applies not only to the "tick", but also to any other variables Each mod is sand-boxed in its own environment and eac...
- Tue Aug 15, 2017 8:42 am
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 43149
Re: [MOD 0.13] Armageddon - nice little disasters
This mod looks awesome and challenger. Do you have any plan to release for v15? :) Hi, I do not have time for playing Factorio anymore, but I made a quick update. Please try the mod, and tell me if it works. remember : If you want to trigger one event manually (for testing purpose or for fun), you ...
- Sat Jul 29, 2017 10:07 am
- Forum: Mods
- Topic: [MOD 0.13] Wagon Capacity Color
- Replies: 15
- Views: 8022
Re: [MOD 0.13] Wagon Capacity Color
Love the mod but it doesn't scale that well on / isn't optimized for larger games. Hi. I integrated your optimized code. Can it recolor locomotive for resources inside wagons? Iron is blue, copper is red, stone is gray, uranium is green, empty - do nothing. Well I use wagon for a lot of other items...
- Fri Jul 21, 2017 8:28 am
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68441
Re: [MOD 0.13] Time Tools (& Clock Combinator)
Hi, I like this mod and I modified it (for personal use) but I'd like to share my ideas with you in case you think my changes are worth: 1. No cheating - can't switch day/night (I suggest you to add it as an option). 2. When I move and speed < 0.75 it's set to 0.75 temporarily until I stop. 3. Spee...
- Thu Jul 20, 2017 1:43 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 123515
Re: [MOD 0.13] Big Bags - more space in your bags
ok i updated the locale. "resource reach distance" seems to be the distance at which you can manually mine a resource. for the rest, as I told you in my previous message, I won't change the default values, but you can change them in the config.lua file. and now I do not play factorio anymo...
- Wed Jul 19, 2017 9:33 am
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 123515
Re: [MOD 0.13] Big Bags - more space in your bags
thx for your locale. here are more precise descriptions : character-inventory-slots-bonus=Bonus to inventory size: +__1__ character-build-distance=Bonus to build distance: +__1__ character-item-drop-distance=Bonus to item drop distance: +__1__ character-reach-distance=Bonus to reach item distance: +...
- Wed Jul 12, 2017 7:35 am
- Forum: Mods
- Topic: [MOD 0.13] Ground Printer - print large texts
- Replies: 15
- Views: 11931
Re: [MOD 0.13] Ground Printer - print large texts
updated to 0.15abordoli wrote:Any plans to port this up to 0.15?
Regards,
~B
- Wed Jul 12, 2017 7:33 am
- Forum: Mods
- Topic: [MOD 0.13] Alien Eggs - grow your own zoo
- Replies: 28
- Views: 23272
Re: [MOD 0.13] Alien Eggs - grow your own zoo
updated to 0.15abordoli wrote:Any plans to port this up to 0.15?
Regards,
~B
- Mon Jul 10, 2017 8:38 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77619
Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
The persona light aura persisted after untoggling. Great mod. Just thought you should get a heads-up in regards to the persisting aura thing. Regards, ~B If you totally uninstalled the mod, there should be no remaining behaviour, because all the changes my mod is doing are done at each start of the...
- Tue Jun 27, 2017 6:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Time Tools (& Clock Combinator)
- Replies: 97
- Views: 68441
Re: [MOD 0.13] Time Tools (& Clock Combinator)
Glad you appreciate it !Tomik wrote:Now THIS is what I call 'Real Time User Support'!
- Tue Jun 27, 2017 6:54 pm
- Forum: Mods
- Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
- Replies: 45
- Views: 26485
Re: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
Wouldn't it be possible to make a "recieving silo" entity though by taking the silo graphics from the game, reorder the images to play them backwards etc? Not that I think is is necessar though. Thanks for keeping it updated! Sorry, I don't know how to do this, and I do not play factorio ...
- Tue Jun 27, 2017 5:24 pm
- Forum: Mods
- Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
- Replies: 45
- Views: 26485
Re: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
no, i cannot do this. By the way, there is no receiving silo : goods are dropped by parachute .theorderofthings wrote:I don't know if this is possible, but what if for the receiving silo, you just played the rocket animation backwards?
anyway, updated to 0.15
- Tue Jun 27, 2017 5:11 pm
- Forum: Mods
- Topic: [MOD 0.13] Electric Void
- Replies: 22
- Views: 18352
Re: [MOD 0.13] Electric Void
updated to 0.15