Search found 79 matches

by Roktaal
Thu Apr 14, 2016 11:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Mod Iconizer
Replies: 26
Views: 17541

[MOD 0.12.x] Mod Iconizer

Mod Iconizer http://i.imgur.com/PE5VWfO.png Info: Replaces various mod buttons that have text with buttons that have icons. Name: Mod Iconizer Description: Replaces various mod buttons that have text with buttons that have icons. Authors: Roktaal License: MIT Version: 1.2.1 Release: 20. April 2016 ...
by Roktaal
Thu Apr 14, 2016 6:36 am
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 139201

Re: Configuration & usage

Is it possible to use FARL to remove disused tracks?
I know there is a Bulldozer mode but it only works if there are no track ahead. FARL place new tracks ahead and then removes them when it passes them but when it encounters already placed track ahead it deactivates
by Roktaal
Wed Apr 13, 2016 2:55 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131898

Re: [MOD 0.12.26] KS Power

I think wind turbines have to be larger, like 3x3, produce more power and cost more to make.
by Roktaal
Wed Apr 13, 2016 12:45 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88380

Re: [MOD 0.12.x] Robot Mining Site 0.1.1

That beeping...where's the hammer, gonna smash the speakers :x

Image
by Roktaal
Tue Apr 12, 2016 5:41 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88380

Re: [MOD 0.12.x] Robot Mining Site 0.1.0

Did you try /c game.player.force.reset_technologies() and /c game.player.force.reset_recipes() ? Those did nothing Edit: Found this in console screen: Cannot execute command. Error: [string "for i, force in pairs(game.forces) do ..."]:7: attempt to index field 'rocketAutoStarter' (a nil v...
by Roktaal
Tue Apr 12, 2016 2:12 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88380

Re: [MOD 0.12.x] Robot Mining Site 0.1.0

One bug: Doesn't work if Construction robotics is already researched. I don't get the Robot mining site
by Roktaal
Tue Apr 12, 2016 1:36 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88380

Re: [MOD 0.12.x] Robot Mining Site 0.1.0

Would be cool if you add new, special kind of robots just for mining. Miner robots. That way we could construct and deconstruct in the vicinity with our personal roboports without those robots assigned to mining interfering.
by Roktaal
Tue Apr 12, 2016 2:49 am
Forum: Technical Help
Topic: <unspecified file>(1): "["
Replies: 3
Views: 1269

Re: <unspecified file>(1): "["

Sorry not anymore. Did a a complete wipe and re-downloaded the game. Now it works ok.
You can close this thread
by Roktaal
Tue Apr 12, 2016 2:14 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43473

Re: Mod-Header Discussion (PLEASE READ)

Not 100% sure but it seems that total downloads badge is pulling data from GitHub. I may be wrong
by Roktaal
Tue Apr 12, 2016 2:03 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43473

Re: Mod-Header Discussion (PLEASE READ)

The problem with this is that it requires the mod to be on GitHub which is not the case with every single mod.
I do like the badges but they would have to be aligned as seronis said
by Roktaal
Mon Apr 11, 2016 11:25 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68575

Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)

@Roktaal: The long description spoiler specifically addresses that with this line: "It (this mod) does not change the fact that trains effectively get shorter when oriented vertically compared to horizontally." Yes. After re-reading the long description with more caution I got it. Appolog...
by Roktaal
Mon Apr 11, 2016 2:44 pm
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68575

Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)

It still doesn't fix the train length for vertical placement: The station is the same, just rotated by 90 deg. Same trains, 3 wagons long. Obvious difference in train placement I couldnt find any hint that this should be fixed with this mod You are right. I haven't read the long description careful...
by Roktaal
Mon Apr 11, 2016 6:50 am
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19444

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Hey, I recently updated to the newest version of the mod from an older version, and the mod works great for new maps, but on my existing save I get this: http://imgur.com/BWVquf5 The normal buttons work, but there are extra buttons in text for flipping vertically and horizontally. Is there a way to...
by Roktaal
Mon Apr 11, 2016 2:52 am
Forum: Mods
Topic: [MOD 0.12.x] The 8L Train Project v1.2.3 (Updated '16-05-01)
Replies: 71
Views: 68575

Re: [MOD 0.12.x] The 8L Train Project v1.2.1 (Updated '16-04-09)

It still doesn't fix the train length for vertical placement:

Image

The station is the same, just rotated by 90 deg.
Same trains, 3 wagons long.
Obvious difference in train placement
by Roktaal
Sun Apr 10, 2016 6:54 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 228219

Re: [MOD 0.12.18] Warehousing v0.0.7

Could I make a request/suggestion:
Would be nice if we had smaller warehouses, like half of the current buildings (6x3)
by Roktaal
Sun Apr 10, 2016 6:09 pm
Forum: Mods
Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
Replies: 78
Views: 34862

Re: [MOD 0.12.20+] Logistics Mining 0.2.4 - Mining With Robots

Think this is ready for 1.0.0
As it is now, works like charm
by Roktaal
Sun Apr 10, 2016 3:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19444

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

There's a long running bug I've been meaning to report: Flipping a blueprint with storage tanks in it does not correctly rotate the tanks, it appears tanks are not rotated at all when the blueprint is flipped. This causes the tanks to no longer connect with pipes/other components in a flipped bluep...
by Roktaal
Sun Apr 10, 2016 12:10 am
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19444

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Heya, Keep getting an error when trying to flip a blueprint that contains only Concrete/Stone flooring. "Error while running the event handler: __blueprint_flipper__/contol.lua:7: attempt to get length of local 'ents' (a nil value)" I'm sure it's because when getting a blueprint of floori...
by Roktaal
Sat Apr 09, 2016 8:27 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 19
Views: 19444

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Sorry for taking so long. I had forgotten about this topic after making that first post then wasn't in that area of my factory for quite a while Exported the blueprint via Foreman http://www.tuwr.net/~factorio/Wires.blueprint Doesn't appear to be a problem with this mod. I managed, using your bluep...
by Roktaal
Sat Apr 09, 2016 10:13 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131898

Re: [MOD 0.12.26] KS Power

zachary1428 wrote:why do i get an error:
Error in assignID, entity with name "tank-smoke" does not exist.

don't know why though :3
Had the same problem. Update your game client and it will work

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