Search found 181 matches
- Thu Jun 23, 2016 2:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21540
Re: [MOD 0.12.x] Avatars (0.3.1)
It's just the alien tech icon with the biter photo-shopped out for an avatar, so I'd say liquid. Want me to try animating it? I was playing around with the icon earlier and i think i can pull off a good animation :P Also maybe make it a config for avatars only being craftable via special assembling...
- Thu Jun 23, 2016 12:40 am
- Forum: Fan Art
- Topic: Fan Made Music
- Replies: 6
- Views: 3676
Re: Fan Made Music
Thanks for having a listen! Yeah, the music wouldn't necessarily fit with the games aesthetic, sorry if that's the impression i game you. No love for robot voices =/.. :lol: I was listening to the music thinking about putting it into factorios music files at first. The problem with the voice is tha...
- Wed Jun 22, 2016 9:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21540
Re: [MOD 0.12.x] Avatars (0.3.1)
For the avatar remote deployment unit, would you say that its a force field or a liquid tank?
Also I think the avatar assembler should be the only assembler that is able to correctly program the avatar parts.
Also I think the avatar assembler should be the only assembler that is able to correctly program the avatar parts.
- Wed Jun 22, 2016 6:04 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] Mineable crashed ship
- Replies: 7
- Views: 2059
Re: [request] Mineable crashed ship
Lol thanks guys, I already started making what I requested originally, thanks Rana I might be able to use that as a guide! I was having trouble making them spawn on world creation.
- Tue Jun 21, 2016 4:53 pm
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Re: Using a Core mod to add subgroups
Neither are organized how i want them to be. i think they are getting overwritten by the mods default order, it works fine for the fishing pole mod. I do know that the mod calls the same commands i am in the item.lua Another issue might be if your item-group has the same order string as another ite...
- Tue Jun 21, 2016 4:26 pm
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Re: Using a Core mod to add subgroups
Neither are organized how i want them to be. i think they are getting overwritten by the mods default order, it works fine for the fishing pole mod.
I do know that the mod calls the same commands i am in the item.lua
I do know that the mod calls the same commands i am in the item.lua
- Tue Jun 21, 2016 3:54 pm
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Re: Using a Core mod to add subgroups
Also a note on that, there are 2 options for checking if something exists in a previous mod or not. option 1. Make is an optional dependency: "dependencies": ["base >= 0.12.0", "? bobslibrary"] This line of dependancies would basically say "If the library exists, ...
- Tue Jun 21, 2016 3:06 am
- Forum: Fan Art
- Topic: Fan Made Music
- Replies: 6
- Views: 3676
Re: Fan Made Music
It was really good until the robot voice kicked in. Personally that ruined it for me but besides that it was good.
- Mon Jun 20, 2016 11:24 pm
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Re: Using a Core mod to add subgroups
I found the problem. I forgot to add a data.lua to the core mod so it was never actually loading the groups... Derp.. Thanks for the help though you did save me a lot of trouble on trying to find out how to make mods load in order. Do you happen to know of anything I could look at to learn how to wr...
- Mon Jun 20, 2016 11:11 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 42886
Re: [MOD 0.12.X] Armageddon (or nice little disasters)
Hot Dam cant wait for the floods! (Ha ha ha ha ha ha ha, sorry) Yet another Great looking mod from binbin! I would love to see this work with that mod that adds massive worms popping up from the ground (I cant think of the name but i know it exists) Also, chances of getting a better-looking biterZil...
- Mon Jun 20, 2016 8:12 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 48788
Re: [MOD 0.12.20] Concrete Lamppost
Oh whoops this is a problem with electrical pole lights not concrete lamps. I guess i saw the name and didn't really process it as a different mod....
- Mon Jun 20, 2016 7:35 pm
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Re: Using a Core mod to add subgroups
You probably have to add a dependency for the groups mod to your other mods, so the group mod loads first. This can be done in the info.json you have in your mods folder. Either its not working or im doing it wrong, Still get the same error "dependencies": ["base >= 0.12.00", &q...
- Mon Jun 20, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4729
Re: [MOD 0.12.x] Burners Only - no electricity!
If you made electric poles not connect to any other poles it would make it painful to use electricity, having to put power production right next to everything that needed power because you can't make the power travel any further than a single pole can reach. I removed all electricity sources from t...
- Mon Jun 20, 2016 6:48 am
- Forum: Modding help
- Topic: Using a Core mod to add subgroups
- Replies: 10
- Views: 3369
Using a Core mod to add subgroups
Im trying to put together an optional mod that I can base all my mods on, IE Adding a subgroup for all my personal items, however when i create a new item group (New tab) and subgroups I am unable to set the items to those subgroups. on launch i get "Subgroup does not exist" errors. Is the...
- Mon Jun 20, 2016 1:32 am
- Forum: Mods
- Topic: [MOD 0.15.X] Wreckage Pollution
- Replies: 26
- Views: 15528
Re: [MOD 0.12.34] Wreckage Pollution
Still getting an error when I die in any way, (0.0.3)
Would it be possible to add a way to disable Corpse pollution? I personally don't like the idea (Biters, players, etc)
Would it be possible to add a way to disable Corpse pollution? I personally don't like the idea (Biters, players, etc)
- Mon Jun 20, 2016 12:42 am
- Forum: Mods
- Topic: [MOD 0.12.20] Concrete Lamppost
- Replies: 37
- Views: 48788
Re: [MOD 0.12.20] Concrete Lamppost
So I found a bug, When you try to mine anything by hand in a sandbox scenario the game gives an error and goes to the main menu.
(I Use sandbox to test mods, which i probably won't anymore since it can have bugs the normal version won't lol)
(I Use sandbox to test mods, which i probably won't anymore since it can have bugs the normal version won't lol)
- Mon Jun 20, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 39717
Re: [MOD 0.12] Happy Factorio
Still having problems with research images :C (Probably because of 0.12.35)
- Mon Jun 20, 2016 12:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4729
Re: [MOD 0.12.x] Burners Only - no electricity!
If you made electric poles not connect to any other poles it would make it painful to use electricity, having to put power production right next to everything that needed power because you can't make the power travel any further than a single pole can reach.
- Sat Jun 18, 2016 7:59 pm
- Forum: Mods
- Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
- Replies: 45
- Views: 26227
Re: [MOD 0.12.X] Cargo Rocket - the ultimate transportation mode
Yet another great mod from binbinhfr!
- Fri Jun 17, 2016 5:33 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 76954
Re: [MOD 0.12.X] Afraid of the dark - improved lights & vision.
it probably comes from an incompatibility with one of your other mods. I have no doubt. Do you have mods that creates alternate player characters / cars / tanks / locomotives ? Please send me your mod-list.json to be sure. Oh boy do I 1.0.6 srrmd to have fixed the issue. Thanks! { "mods":...