v0.0.13
added check resource feature. Mining not working because the resource is mixed? Now you can erase all other resources in your patch but the resource you want.
Search found 169 matches
- Tue Dec 19, 2017 2:19 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Mon Dec 18, 2017 4:29 pm
- Forum: Modding discussion
- Topic: [Tips]Updating mods to 0.16
- Replies: 9
- Views: 4663
Re: [Tips]Updating mods to 0.16
column_count is correct.bobingabout wrote:for GUI tables, colspan was changed to.... column_width I think. column_count? I've forgotten, I'd have to look it up.
If you just set the inserters mod to run on 0.16, it complains about the tag being missing.
- Sun Dec 17, 2017 12:18 am
- Forum: Modding discussion
- Topic: [Tips]Updating mods to 0.16
- Replies: 9
- Views: 4663
Re: [Tips]Updating mods to 0.16
Looks like maximum_wire_distance is now capped at 64.
- Fri Dec 15, 2017 2:54 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320897
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
Supercheese, in the .16 version of factorio, this call no longer works, remote.call("silo_script", "update_gui"), the devs removed the update_gui from the remote.add_interface("silo_script", section in the silo_script. Without that code, I launched 4 Orbital Ion Cannon'...
- Thu Dec 14, 2017 6:13 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
Re: [MOD 0.16.x] SunResources
v0.0.12 updated info.json for version .16 of factorio remove config.lua, and changed how valid tiles are checked for placing resources on. change fluids to one setting, let me know of I missed a fluid for the above mods supported. Go to Options, Mods, Startup, look for SunResources, you can set your...
- Wed Nov 08, 2017 1:55 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Sat Nov 04, 2017 4:20 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Fri Nov 03, 2017 5:03 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Fri Nov 03, 2017 3:43 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Fri Nov 03, 2017 12:02 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
Re: [MOD 0.15.x] SunResources
Thank you for the feedback, I'll work on it today.qwerter96 wrote:You haven't actually defined non infinite angels ores or fissures/gas wells for angels mods. As a result those aren't placed.
- Thu Nov 02, 2017 11:57 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
Re: [MOD 0.15.x] SunResources
(removed)
- Wed Nov 01, 2017 5:43 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Sun Oct 29, 2017 1:29 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27058
- Sat Sep 16, 2017 2:49 pm
- Forum: Technical Help
- Topic: Delete oilpatch
- Replies: 2
- Views: 2949
Re: Delete oilpatch
If you don't mind using addons, tryPascali wrote:hi, how can i delte an oilpatch?
thank you
https://mods.factorio.com/mods/tergiver/ore-eraser
Works very well.
- Sat Sep 09, 2017 10:56 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320897
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
I also use alien science mod and loot chest mod, so I modded loot chest to pick up the stone around the killed bugs, so now when the ion cannon kills the bugs and nests, lootchest mod gets the alien artificats and stone from the ground, I'm happy. Stone on the ground is not specific to the Ion Canno...
- Fri Sep 08, 2017 3:54 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320897
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
0.13.0: Destroying large stone rocks gives stone. Ion cannon just happens to destroy some of those large rocks. There are different mods to automatically pick up items on ground in range of logistics network. Leaving them laying around shouldn't have much impact on performance though. Ok, thanks, I...
- Fri Sep 08, 2017 2:30 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320897
Re: [MOD 0.15] Orbital Ion Cannon 1.5.3
I searched the topic first for this and didn't get a hit on stone, has anyone else noticed stone laying on the ground sometimes after the ion cannon fires?
Any command that can be used to pick it all up?
I see lots of it when running around where nests used to be.
Thanks for your time!
Any command that can be used to pick it all up?
I see lots of it when running around where nests used to be.
Thanks for your time!
- Sat Jun 24, 2017 4:29 pm
- Forum: Mods
- Topic: quickug_1.0.0 fix for .15.23
- Replies: 0
- Views: 866
quickug_1.0.0 fix for .15.23
I really missed this mod working/ Here is a fix that will get quickug_1.0.0 working for .15.23 Edit info.json Change "factorio_version": "0.14", To "factorio_version": "0.15", Edit control.lua Change line 72 From if entity.neighbours[1] == nil then To if entit...
- Sun Jun 11, 2017 12:11 am
- Forum: Technical Help
- Topic: Game Crashes on Steam from ShinyBob Mod
- Replies: 3
- Views: 1335
Re: Game Crashes on Steam from ShinyBob Mod
I can't find the %appsdata%\Factorio\mods that another moderator mentioned as a solution because I bought the game through Steam on Windows, so the files seem to be labeled differently. I use steam also, for windows 8.1, I found the mods here. C:\Users\Your User ID Here\AppData\Roaming\Factorio\mod...
- Thu Jun 08, 2017 2:09 pm
- Forum: Releases
- Topic: Version 0.15.19
- Replies: 19
- Views: 21015
Re: Version 0.15.19
First thing I saw when I loaded the game after the update, I hate full screen, was about to rant. But changed the setting back to windowed, exited the game, loaded the game, and things were back to windowed during the load. Ok, I'm good.FactorioBot wrote:Changes
[*]Fullscreen is on by default.