Search found 214 matches
- Thu Aug 25, 2016 1:05 pm
- Forum: General discussion
- Topic: Production rate calculations..
- Replies: 7
- Views: 3083
Re: Production rate calculations..
Not terribly compact but it's not like land is scarce. Clean and simple is good.
- Thu Aug 25, 2016 12:57 pm
- Forum: Combinator Creations
- Topic: Slow Supplier (used for repair pack distribution)
- Replies: 19
- Views: 11090
Re: Slow Supplier (used for repair pack distribution)
"Maybe this is a dumb question but why don't you use [... describes extremely convoluted setup ...]" -- XKnight 2016 Actually it's not convoluted and I think it's better. Your method to just slow things down might help even out the distribution but it's not efficient and I don't see how i...
- Thu Aug 25, 2016 12:30 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Optimal Layouts
- Replies: 7
- Views: 35732
Re: Optimal Layouts v0.13
This depends upon your definition of "optimal".PyroFire wrote:Let me know if im doin it rite
What I see is $$$$$$
- Thu Aug 18, 2016 2:29 am
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 106
- Views: 149566
Re: Re-Enable Achievements...
I just deleted the achievements-modded.dat file. This seemed to "reset" things so that when I passed the marks on my vanilla save, it noticed, and informed steam of the "real" achievements.
- Thu Aug 18, 2016 2:27 am
- Forum: General discussion
- Topic: What to do when the starting area runs dry?
- Replies: 14
- Views: 7033
Re: What to do when the starting area runs dry?
Don't forget you can set filters on train cargo cars (middle click the cargo squares). This makes it easy to have the train bring ammo and repair packs out to all the stops, x number of empty barrels, reserve space to pick up full barrels, etc. A few filter inserters can handle it without crazy fanc...
- Wed Aug 17, 2016 3:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
That's pretty cool, I will take a peek and see if such functionality can be included. Will see if he wants to combine forces.
- Sun Aug 14, 2016 10:34 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
In the future I hope to include modded ammo compatibility. Are there any other besides the ones you listed? In the mean time I would say just stick with the regular old piercing ammo clips. Sorry about the ammo box incompatibility. I'll look into it but my programming experience is limited. I can't ...
- Sun Aug 14, 2016 2:57 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
Posted this on mod portal, but posting here in case you don't manage to get around checking that. After a quick check in sandbox mode, I found that the Mk1/vanilla Personal Laser Defense is affected by the laser tower damage/speed upgrades while your Mk2 one is not,so the Mk1 ends up being better t...
- Sun Aug 14, 2016 2:02 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
getting this error when I try to use the gun (the laser is ok): Error while running event on_tick(ID 0) __Advanced_Personal_Defense__/control.lua:1 36: bad argument #1 to 'pairs' (table expected, got nil) Any ideas ? Otherwise, great mod That's odd, it's been working great for me. Can you give any ...
- Fri Aug 12, 2016 3:37 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
Updated. Gun now returns unused ammo to inventory when removed from armor. Costs reduced a little. Added armor research requirement to gun because it's relevant. Currently the enhanced laser is almost not needed, I'm having such an easy time clearing bases with the flame thrower, in addition to the ...
- Thu Aug 04, 2016 2:10 am
- Forum: Modding help
- Topic: Help with converting laser equipment to use ammo
- Replies: 19
- Views: 4557
Re: Help with converting laser equipment to use ammo
Excellent! Tomorrow i should have time to test it out and get the update pushed. Thanks!
- Tue Jul 26, 2016 1:40 pm
- Forum: Modding help
- Topic: Help with converting laser equipment to use ammo
- Replies: 19
- Views: 4557
Re: Help with converting laser equipment to use ammo
Alright. I do appreciate the time you've invested, thank you.
- Sat Jul 23, 2016 4:43 pm
- Forum: Modding help
- Topic: Help with converting laser equipment to use ammo
- Replies: 19
- Views: 4557
Re: Help with converting laser equipment to use ammo
loading multiplayer save game ends with crash
126.735 Error MainLoop.cpp:373: Exception at tick 899582: Error while running the event handler: Advanced_Personal_Defense/control.lua:39: User isn't connected; can't read character
Any ideas?
126.735 Error MainLoop.cpp:373: Exception at tick 899582: Error while running the event handler: Advanced_Personal_Defense/control.lua:39: User isn't connected; can't read character
Any ideas?
- Sat Jul 23, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 19282
Re: [MOD 0.13.x] Advanced Personal Defense
From the portal:
loading multiplayer save game ends with crash
126.735 Error MainLoop.cpp:373: Exception at tick 899582: Error while running the event handler: Advanced_Personal_Defense/control.lua:39: User isn't connected; can't read character
I'll see if Adil can help.
loading multiplayer save game ends with crash
126.735 Error MainLoop.cpp:373: Exception at tick 899582: Error while running the event handler: Advanced_Personal_Defense/control.lua:39: User isn't connected; can't read character
I'll see if Adil can help.
- Thu Jul 14, 2016 2:30 pm
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 3666
Re: movement_bonus into other equipment type?
Interesting.
Is there a way to make the movement modifier as an "invisible" paired second object that automatically follows the main object when equipped?
Is there a way to make the movement modifier as an "invisible" paired second object that automatically follows the main object when equipped?
- Tue Jul 12, 2016 7:34 pm
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 3666
movement_bonus into other equipment type?
I'm hoping to add a movement modifier to equipment items. First is a "active-defense-equipment" type, I want to make the defense gun in my mod slow you down since it should be sorta heavy. Other thing I want to do is make "extra plating" that occupies a 1x1 grid space and adds de...
- Sat Jul 09, 2016 2:09 pm
- Forum: Mod portal Discussion
- Topic: Idea- multiple authors and/or contributors
- Replies: 3
- Views: 1543
Idea- multiple authors and/or contributors
Title says it all. Adil did a lot of the heavy lifting on my mod with regards to the programming, I would list him as a contributor if I could.
That way in the future when you look at someone's profile on the portal, the relevant authored/contributed works would be listed.
That way in the future when you look at someone's profile on the portal, the relevant authored/contributed works would be listed.
- Wed Jul 06, 2016 3:03 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Mod upvoting, clustering
- Replies: 1
- Views: 1393
Re: IDEA: Mod upvoting, clustering
Also, clicking on an author should bring up a list of the mods they posted.
- Wed Jul 06, 2016 2:53 pm
- Forum: Mod portal Discussion
- Topic: IDEA: Mod upvoting, clustering
- Replies: 1
- Views: 1393
IDEA: Mod upvoting, clustering
This is a two-part post. First, up/down voting of mods or some other user rating system would be great. Second, there are some mods which are totally redundant. Perhaps even to the extent that they should be checked into for license issues? But assuming that no toes are stepped on, I think this is p...
- Wed Jul 06, 2016 2:31 pm
- Forum: Mod portal Discussion
- Topic: [0.13] Allow mods to be tagged with 3 tags
- Replies: 10
- Views: 4503
Re: [0.13] Allow mods to be tagged with 3 tags
+1
I feel like my mod fits under more than one umbrella as well.
2 or 3 seems good. I certainly understand that if EVERYONE picked multiple tags then overall it would dilute the purpose of them.
I feel like my mod fits under more than one umbrella as well.
2 or 3 seems good. I certainly understand that if EVERYONE picked multiple tags then overall it would dilute the purpose of them.