Search found 169 matches
- Tue Aug 02, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322272
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
Making the ion cannon target indestructible would leave it on the ground... but then it would stay there forever! Don't worry, in the next update, the ion cannon blast will leave behind large plumes of black smoke, so you shouldn't have any trouble finding the blast site. ;) Thanks! That will be gr...
- Tue Aug 02, 2016 7:40 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322272
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
What change would need to be made so that the ion-cannon-target is left on the ground after firing? Sometimes I can't find where it took place on the map at all. This would allow searching for it at least.
- Sat Jul 30, 2016 7:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 288054
Re: [MOD 0.12.x] Landfill (2.1.7)
I love this mod, got tired of laying concrete so copied this and made one that lays concrete over different types of land. Still have to make all the concrete of course, but with a grass-be-gone built, mass laying of concrete.
Wish you would make one, I would drop mine for it fast.
Wish you would make one, I would drop mine for it fast.
- Sat Jul 30, 2016 6:45 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124244
Re: [MOD 0.12+] Big Bags - more space in your bags
Never mind, working super, thanks for the fast fix
- Sat Jul 30, 2016 6:39 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124244
Re: [MOD 0.12+] Big Bags - more space in your bags
Since all the research was already done, will the loot pickup revert? Or is it already changed in my save file?
- Sat Jul 30, 2016 5:41 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 205
- Views: 124244
Re: [MOD 0.12+] Big Bags - more space in your bags
how can I change the loot pickup back to normal? I like the rest, really don't like picking up such a large area, so many belts get cleared when I just want a small area next to one belt.
So with the changes to this mod, can I drop the long reach mod?
So with the changes to this mod, can I drop the long reach mod?
- Wed Jul 27, 2016 1:44 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
Thanks, no errors so far
- Wed Jul 27, 2016 12:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
hmm, new version,
Error while running the on_configuration_changed: __Powered_Entities__/control.lua:44: attempt to index global 'force' (a nil value)
Error while running the on_configuration_changed: __Powered_Entities__/control.lua:44: attempt to index global 'force' (a nil value)
- Wed Jul 27, 2016 12:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
Thank you so much!! Downloading now.
- Tue Jul 26, 2016 8:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
I like the mod portal for downloads, but it sucks for reports or discussion of the mods. These forums are much better for that.
- Tue Jul 26, 2016 5:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
On .13.11, using mod portal to download, using Powered_Entities_0.3.6.zip. I figure it has something to do with the change made for LuaSurface::find_entities/filtered.
- Tue Jul 26, 2016 4:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31520
Re: [MOD 0.12.x] Powered Entities (0.3.0)
Was using a blueprint to put something down, got the following error when deleting an item before it was placed.. Error while running the event handler: __Powered_Entities__/scripts.lua:146: An area of zero size is not supported. Either don't define area to search the entire surface or use 'position'.
- Tue Jul 26, 2016 2:08 am
- Forum: Mods
- Topic: [MOD 0.13.x] Double Furnace
- Replies: 9
- Views: 12176
Re: [MOD 0.12.x] Double Furnace
Only changed needed is adding "factorio_version": "0.13", to the info.json file, it's been working just fine for me. { "name": "DoubleFurnace", "version": "0.1.4", "factorio_version": "0.13", "title": "Dou...
- Sun Jul 24, 2016 2:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Spawn Belt 0.1.1
- Replies: 30
- Views: 21220
Re: [MOD 0.12.x] Spawn Belt 0.1.1
Small change to get it to work, I'm sure I didn't do it the best way. Old -- On a lower interval rate, look for chests behind the belt to copy item type if tick.tick % chest_detection_rate == 0 then x = belt.entity.position.x; y = belt.entity.position.y; if belt.entity.direction == 0 then y = y + 1;...
- Sat Jul 23, 2016 12:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Spawn Belt 0.1.1
- Replies: 30
- Views: 21220
Re: [MOD 0.12.x] Spawn Belt 0.1.1
No circuit connections, had to delete all spawn belts to stop the pausing, about every second or so, pause, unpause, new belts starts off with iron then goes coal. Even with one belt you can see the slight pause when moving your character.
No hurry, just thought you would want to know.
No hurry, just thought you would want to know.
- Sat Jul 23, 2016 12:28 am
- Forum: Mods
- Topic: [MOD 0.12.x] Spawn Belt 0.1.1
- Replies: 30
- Views: 21220
Re: [MOD 0.12.x] Spawn Belt 0.1.1
Spawn belt no longer works in .13.10, just pops out coal and causes freezing and unfreezing.
- Thu Jul 21, 2016 11:02 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Fusion Reactor
- Replies: 45
- Views: 33132
Re: [MOD 0.12.x] Fusion Reactor
All require "defines" have to be removed for .13. looks like you have one in your control.lua, also, your zip file name is FusionReactor_0.1.3.zip, but the folder inside of it is FusionReactor_0.1.2. Don't know if that matters or not.
- Mon Jul 11, 2016 5:24 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 125639
Re: [0.13.3] Aircraft (1.0.7) New Planes!
The planes are working fine in .13.8 Autosave and when I save, no problems.
- Sat Jul 09, 2016 9:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
- Replies: 40
- Views: 22506
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
I've only been playing since end of April, lots of fun for sure. My oldest map is still working fine though for this mod.
- Sat Jul 09, 2016 8:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
- Replies: 40
- Views: 22506
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Sorry, I wish I knew what it was, at least it's working with new maps.