Search found 181 matches
- Thu Jun 09, 2016 10:46 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.1.2
- Replies: 2
- Views: 2140
[MOD 0.12.X] Mineral of Fossilized Carbon 0.1.2
Mineral of Fossilized Carbon Is a mod that lets you convert wood into Coal over 300 million years! License: Creative Commons Version: 0.1.2 Release: 2016-13-09 Tested-With-Factorio-Version: 0.12.35 (Should work with 0.12.0+, I don't see why not lol) License Creative Commons License This work is lic...
- Thu Jun 09, 2016 8:55 pm
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2241
Re: My previously WORKING mod seems to have been broken.
Not to its fullest extent but from what i have tried i didn't like it at all.prg wrote:Tried Git?sporefreak wrote:I am a mess when coding I have files all over the place (Many copies of the mod)
- Thu Jun 09, 2016 7:47 pm
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2241
Re: My previously WORKING mod seems to have been broken.
One of your problems might again come from naming and sign errors: Try to replace the underscores in your file names. I think I may have fixed it, Thanks for the tips. I am a mess when coding I have files all over the place (Many copies of the mod) and sometimes i accidently drag a part of one with...
- Thu Jun 09, 2016 7:26 pm
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2241
Re: My previously WORKING mod seems to have been broken.
This was the issue, but saying file nameS is actually what threw me off :IArch666Angel wrote:One of your problems might again come from naming and sign errors: Try to replace the underscores in your file names.
- Thu Jun 09, 2016 5:50 pm
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2241
My previously WORKING mod seems to have been broken.
Found the problem.... Energy amount has to be specified in W or J data:extend ( { { type = "assembling-machine", name = "super-press", icon = "__mineral-of-fossilized-carbon__/graphics/super_press_item.png", flags = {"placeable-neutral","placeable-player&...
- Thu Jun 09, 2016 4:54 pm
- Forum: Mods
- Topic: MOD [0.12.x] Firearms Plus_1.0.0
- Replies: 2
- Views: 2078
Re: MOD [0.12.x] Firearms Plus_1.0.0
You just gave me an amazing idea for a mod thats nor even remotly related to anything here or anything you did, maybe i just thought of it while opening your mod...
Looks great! Seems a but OP but ill do some testing and let you know of any balance suggestions!
Looks great! Seems a but OP but ill do some testing and let you know of any balance suggestions!
- Thu Jun 09, 2016 4:52 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
Not sure, but I feel that we have been making coal from wood without using Temporal Displacement Devices since at least the 17th century.... https://en.wikipedia.org/wiki/Charcoal But nice work, I like those graphics! source "Char Coal is generally prepared by burning wood and sometimes animal...
- Wed Jun 08, 2016 8:49 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
I had following error messages: item.lua not found - was called Item.lua High_Press.png not found - was called high_press.png Higher_Press.png not found - was called higher_press.png Peat.png not found- was called peat.png After renaming them everything is nice. I renamed them on the folder i curre...
- Wed Jun 08, 2016 8:10 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
But yes the item.lua is called Item.lua. It's the same problem like mentioned by daniel34, Attached the edited version - filenames edited according to error messages - startup now ok. Greetings steinio Nothing changed when i tried these (The item.item is a file path so it shouldn't matter, still di...
- Wed Jun 08, 2016 7:26 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
The reason your .zip doesn't work is case-sensitivity. When Factorio loads the files from inside the .zip the case has to match, which isn't the case with your mod. Ex. protypes/items/ Item.lua in zip, but references item.lua in code, graphics/ high_press.png in zip, but High_Press.png in code. Whe...
- Wed Jun 08, 2016 3:49 pm
- Forum: Development tools
- Topic: Simple Mod Creater
- Replies: 8
- Views: 5290
Re: Simple Mod Creater
It should be disabled by default, for a program like this its more annoying than fun.Monsterbolt101 wrote:I know its not necessary but its still a fun addition, later ill add a setting if you want it or not!
- Wed Jun 08, 2016 3:28 pm
- Forum: Bob's mods
- Topic: water pump size?
- Replies: 14
- Views: 3300
Re: water pump size?
Though, there is something else that you guys aren't aware of. I'll be adding "Ground water" splotches, like oil splotches, You actually did mention this before .-. Personally, I think the pumps are enough (Maybe a texture change) but currently, water from nothing is a bit weird (they don...
- Wed Jun 08, 2016 2:42 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
Re: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
The reason your .zip doesn't work is case-sensitivity. When Factorio loads the files from inside the .zip the case has to match, which isn't the case with your mod. Ex. protypes/items/ Item.lua in zip, but references item.lua in code, graphics/ high_press.png in zip, but High_Press.png in code. Whe...
- Wed Jun 08, 2016 6:41 am
- Forum: Bob's mods
- Topic: water pump size?
- Replies: 14
- Views: 3300
Re: water pump size?
Now the easiest method is probably that the off shore pump gives salt water, which you have to clean to use in recipes that want clean water. but there's more that should require clean water than salt water, and although you can use either safely in the power system, you pretty much need the specif...
- Wed Jun 08, 2016 6:36 am
- Forum: Mods
- Topic: [MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
- Replies: 12
- Views: 3683
[MOD 0.12.X] Mineral of Fossilized Carbon 0.0.1
BROKEN MOD until further notice Type: Mod Name: Mineral of Fossilized Carbon Description: Convert wood into a Mineral of Fossilized Carbon (AKA: Coal) over 300 million years! License: Creative Commons Version: 0.0.1 Release: 2016-06-07 Tested-With-Factorio-Version: 0.12.35 (Should work with any ver...
- Tue Jun 07, 2016 7:50 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19448
Re: [MOD 0.12.x] Advanced Personal Defense
You should just make an iron man modular armour suit
- Tue Jun 07, 2016 7:33 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] Mineable crashed ship
- Replies: 7
- Views: 2132
Re: [request] Mineable crashed ship
Yeah but its not minableDedlySpyder wrote:You could easily just make a container with the sprite of the crashed shipsparr wrote:Doesn't the tutorial have a crashed-ship-shaped chest with items for you to pick up from it?
- Fri Jun 03, 2016 3:05 am
- Forum: Ideas and Requests For Mods
- Topic: [request] Mineable crashed ship
- Replies: 7
- Views: 2132
[request] Mineable crashed ship
Hey there! I would like to request a mod that adds a new entity next to the player on world generation.
A crashed ship, What this would do is give starter equipment when mined explaining where you get the starting iron/copper and stuff.
This is HARDLY a big deal and would just be a fun little extra.
A crashed ship, What this would do is give starter equipment when mined explaining where you get the starting iron/copper and stuff.
This is HARDLY a big deal and would just be a fun little extra.
- Fri Jun 03, 2016 2:48 am
- Forum: Ideas and Requests For Mods
- Topic: Character acceleration when running
- Replies: 9
- Views: 2563
Re: Character acceleration when running
Enable 1 exo per half second?sparr wrote:Hacky idea for implementing this: Poll player.position to see how fast the player is moving. Disable the exoskeletons, and re-enable them when the player has been moving at top speed for some time.
- Fri Jun 03, 2016 2:43 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43678
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Hi all, This may be a question for the general mod forum, but figured I'd try here first. I just installed this mod, and am enjoying the new technologies and buildings. However, I've noticed it's not possible to do a quick-replace of the basic solar panels with the new ones (like you can do with be...