Search found 79 matches
- 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 ...
- 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
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
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.
- 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
- 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...
- 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
- 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.
- 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
You can close this thread
- 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
- 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
I do like the badges but they would have to be aligned as seronis said
- 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...
- 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...
- 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...
- 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:
The station is the same, just rotated by 90 deg.
Same trains, 3 wagons long.
Obvious difference in train placement
The station is the same, just rotated by 90 deg.
Same trains, 3 wagons long.
Obvious difference in train placement
- 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)
Would be nice if we had smaller warehouses, like half of the current buildings (6x3)
- 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
As it is now, works like charm
- 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...
- 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...
- 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...
Re: [MOD 0.12.26] KS Power
Had the same problem. Update your game client and it will workzachary1428 wrote:why do i get an error:
Error in assignID, entity with name "tank-smoke" does not exist.
don't know why though :3