Search found 39 matches

by DarkHelmet
Sat Jul 09, 2016 1:16 am
Forum: Questions, reviews and ratings
Topic: I updated Treefarm to work with .13
Replies: 3
Views: 1677

Re: I updated Treefarm to work with .13

I tried this out as a potential replacement for the Treehouse mod. The base mod seems to work fine but I can't say I'm a fan of the MK2 field using construction bots. Anyway, controlling the rate of planting seeds is easy enough a workaround to stop flooding the logistics network with wood. However,...
by DarkHelmet
Sat Jul 09, 2016 1:06 am
Forum: Mods
Topic: [MOD 0.13.x] Tree House (0.2.1)
Replies: 29
Views: 21748

Re: [MOD 0.12.x] Tree House (0.1.1)

its a multiplayer game. 1 player the error occures when releasing the bot on the field. server 12.33 sleaf 0.1.1 I've been tinkering with is to try and get it working on 0.13 - however I've got stuck on something very similar to this problem. I got as far as getting a #-1 / nil index when trying to...
by DarkHelmet
Fri Jul 08, 2016 2:58 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 199
Views: 85407

Re: [MOD 0.12+] Big Bags - more space in your bags

FWIW; I added a migration script for the robot technology renames for 0.13. migrations/BigBags_1.0.8.json: { "technology": [ ["logistic-robot-speed-4", "worker-robots-speed-4"], ["logistic-robot-storage-4", "worker-robots-storage-4"], ["logistic...
by DarkHelmet
Fri Jul 08, 2016 1:20 am
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 40121

Re: [MOD 0.12.26] Laser Beam Turret

Beware, if you want to upgrade a save with this mod to the version on the mod portal, you may need a migration script. This version of the mod changes the entities and that causes them to be deleted on load with the mod portal version. The 0.13 version on the mod portal appears to simply change the ...
by DarkHelmet
Thu Jul 07, 2016 11:27 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81872

Re: [MOD 0.12.x, 0.13.x] Side Inserters

Request: is there any chance that a migration script could be added to convert the old individual inserters into replacements? I realize the non-deployed ones are the same as generics now, but it would be awesome if already deployed ones could be converted to a working configuration. I've made minor...
by DarkHelmet
Sun Jul 03, 2016 8:51 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 81872

Re: [MOD 0.12.x, 0.13.x] Side Inserters

Toggling the configuration via hotkey - this is awesome! Thanks!
by DarkHelmet
Sat Jul 02, 2016 7:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 11137

Re: [MOD 0.12.x] Belt hoppers 1.0.2

The loader entities are a lot more powerful and work in both directions - unloading and loading. They're not really the same thing, but you can replace an inserter+hopper with the loader enabler mod. While I did enjoy belt hoppers myself, they do use quite a bit of cpu time on large bases. This is p...
by DarkHelmet
Sat Jul 02, 2016 7:32 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 47996

Re: [MOD 0.12.35] Logistics Railway 1.0.8

There have been highly significant changes to trains in 0.13, so it'll take a bit of time to re-work some of this mod to try and support them (or at least work around the issues that crop up). I assumed that was likely the case, thanks for confirming it. I think I'll go and start the mourning proce...
by DarkHelmet
Sat Jul 02, 2016 7:28 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 47996

Re: [MOD 0.12.35] Logistics Railway 1.0.8

I'm having trouble with the requester rails as well. Locomotives pull up to the stop to load up on fuel but the bots never deliver. I've always tried requesting fuel to put in the cargo wagons, but that doesn't work either.. http://imgur.com/e953jR0 It only works for cargo wagons, not engines. What...
by DarkHelmet
Thu Jun 30, 2016 2:43 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 47996

Re: [MOD 0.12.35] Logistics Railway 1.0.8

I hate to be "That guy", but I'm curious what the outlook for 0.13 is like with this mod? I'm sure the changes to the rail system have been disruptive but I'm wondering if there's any chance it'll come to 0.13 at some point? I'm holding off one switching one of my megabase saves to 0.13 un...
by DarkHelmet
Tue Jun 28, 2016 8:25 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 199
Views: 85407

Re: [MOD 0.13.X] Big Bags - more space in your bags

I understand completely and I felt bad about asking for such a minor thing. However, the mod portal does increase the stakes for "just edit config.lua" type solutions, particularly when it is (or will be) tied to multiplayer.
by DarkHelmet
Tue Jun 28, 2016 5:59 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 199
Views: 85407

Re: [MOD 0.13.X] Big Bags - more space in your bags

Thanks for the update! I'm sure this can be filed under "First world problems", but changing the stack size by default bugs me. With the mod portal system the inconvenience of having to break a mod open to edit config.lua kind of annoying. I know there's no general purpose in-game mod conf...
by DarkHelmet
Sun Jun 26, 2016 3:40 am
Forum: Mods
Topic: [MOD 0.12.x] More Locomotives!
Replies: 30
Views: 14913

Re: [MOD 0.12.x] More Locomotives!

I'm sure I must be doing something wrong, or missing something but I don't seem to be getting the results I'd expect. I'm using more-locomotives-0.3.0 with 0.12.35. I'm seeing the fast-loco travelling slower than the diesel. To keep things simple, I fired up a straight L-C combo - one engine and one...
by DarkHelmet
Tue Jun 14, 2016 7:56 am
Forum: Mods
Topic: [MOD 0.12.33] Power armor mk3 0.1.0
Replies: 52
Views: 12348

Re: [MOD 0.12.33] Power armor mk3 0.1.0

Neither of the author provided versions worked with 0.12 for me. I extracted the zip file and had to fix it myself. I suspect other people did the same so having a fixed version saves time. Nothing particularly major, just errors like "name" in info.json having the version when it shouldn'...
by DarkHelmet
Tue May 31, 2016 1:03 am
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 24926

Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance

Here's what I have learned. If a Surveillance Center has been deployed, FARL will break while deploying big electric poles, regardless of whether the patch to trigger the placement event is active or not. The manifestation of the failure is that FARL generates an error "Cannot place big electri...
by DarkHelmet
Mon May 30, 2016 8:45 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 24926

Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance

This: https://github.com/Choumiko/FARL/commit/09c95c9ebcc2bf11984c33f537cd0e0714160cf2 should solve the issue with FARL and big poles, enjoy :D Gonna hold off with a new release until 0.13 hits though Wow, that did not go well at all. I did a quick run and ended up with 'Can't place big power pole'...
by DarkHelmet
Sun May 29, 2016 9:32 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 24926

Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance

I looked at the code and removing and replacing the surveillance looked like it might do the trick but that didn't work as it used the previously known entity list. I stole the one-time-upgrade code and placed it in a remote.call handler instead. This did solve my problem. -- Manually deal with enti...
by DarkHelmet
Sun May 29, 2016 7:36 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 24926

Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance

I'm not quite sure what you mean but here's what I see.. If I take an old blueprint with a radar in it that was created without the mod active, I can place it with the mod active and it is turned into the upgraded radar on placement. If I place a radar on the ground with the mod active and try to cr...
by DarkHelmet
Mon May 16, 2016 5:01 am
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 24926

Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance

With this mod active and radars all upgraded, Blueprints and bots seem to ignore it. Eg: deconstruction planner bots will ignore the radar, and making a blueprint leaves the radar out.

Its not a huge deal but I was wondering if this an easy fix?

Go to advanced search