Search found 181 matches

by sporefreak
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...
by sporefreak
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.

prg wrote:
sporefreak wrote:I am a mess when coding I have files all over the place (Many copies of the mod)
Tried Git?
Not to its fullest extent but from what i have tried i didn't like it at all.
by sporefreak
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...
by sporefreak
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.

Arch666Angel wrote:One of your problems might again come from naming and sign errors: Try to replace the underscores in your file names.
This was the issue, but saying file nameS is actually what threw me off :I
by sporefreak
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&...
by sporefreak
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!
by sporefreak
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...
by sporefreak
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...
by sporefreak
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...
by sporefreak
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...
by sporefreak
Wed Jun 08, 2016 3:49 pm
Forum: Development tools
Topic: Simple Mod Creater
Replies: 8
Views: 5290

Re: Simple Mod Creater

Monsterbolt101 wrote:I know its not necessary but its still a fun addition, later ill add a setting if you want it or not!
It should be disabled by default, for a program like this its more annoying than fun.
by sporefreak
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...
by sporefreak
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...
by sporefreak
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...
by sporefreak
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...
by sporefreak
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 :D
by sporefreak
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

DedlySpyder wrote:
sparr wrote:Doesn't the tutorial have a crashed-ship-shaped chest with items for you to pick up from it?
You could easily just make a container with the sprite of the crashed ship
Yeah but its not minable :P
by sporefreak
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.
by sporefreak
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

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.
Enable 1 exo per half second?
by sporefreak
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...

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