Search found 169 matches

by Sunnova
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...
by Sunnova
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.
by Sunnova
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.
by Sunnova
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 :)
by Sunnova
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?
by Sunnova
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?
by Sunnova
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 :)
by Sunnova
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)
by Sunnova
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. :)
by Sunnova
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.
by Sunnova
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.
by Sunnova
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'.
by Sunnova
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...
by Sunnova
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;...
by Sunnova
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.
by Sunnova
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.
by Sunnova
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.
by Sunnova
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.
by Sunnova
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.
by Sunnova
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.

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