Search found 169 matches
- Sat Jun 03, 2017 3:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287449
Re: [MOD 0.12.x] Landfill (2.1.7)
Could you please tell me where to set the type to deconstructible-tile-proxy? I only need the water creation part. Oops, I'm so sorry I didn't post that info. Yes, in prototypes\entities.lua Change type = "decorative", to type = "deconstructible-tile-proxy", It's only found once...
- Sat May 27, 2017 11:57 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 27041
[MOD 1.0.0] SunResources
SunResources A Factorio mod that allows you to place resources on tiles and clean up mixed ore or fluid patches, you can also erase and restore a resource patch at a new location. Details: Factorio Version: 1.0.0 Released: May 27th, 2017 Updated: Aug 14, 2020 License: MIT License Tags: testing, res...
- Fri May 26, 2017 7:47 pm
- Forum: Modding help
- Topic: Question about on_player_selected_area
- Replies: 2
- Views: 824
Re: Question about on_player_selected_area
prg wrote:Does the selection-tool's selection_mode contain "any-tile"?
it does now, many thanks, working just fine
- Fri May 26, 2017 6:54 pm
- Forum: Modding help
- Topic: Question about on_player_selected_area
- Replies: 2
- Views: 824
Question about on_player_selected_area
Trying to loop through a selected area, to see what the tiles are in the area I've seleted. I'm getting the item fine, but not getting the tiles for the area I've selected. I've tried pairs and ipairs. am I doing the tiles = event.tiles wrong? Thanks for any help. script.on_event(defines.events.on_p...
- Fri May 26, 2017 3:00 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35119
Re: [MOD 0.13] Smart Display - circuit informations display
Got this to work in .15 In the local files, change all " = " to "=", remove spaces before and after = In the info.json file, change "factorio_version":"0.14" to "factorio_version":"0.15" in the prototypes folder, file numbers.lua, change al...
- Mon May 15, 2017 8:32 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35119
Re: [MOD 0.13] Smart Display - circuit informations display
I miss using this mod, will it be updated for .15? Yes! However, it may not be for a couple of weeks. I recently started a job as a software engineer and I had a pre-existing client project that I really need to finish. So it may be a bit, however, I will definitely try to get it updated as soon as...
- Mon May 15, 2017 3:13 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35119
Re: [MOD 0.13] Smart Display - circuit informations display
I miss using this mod, will it be updated for .15?
- Sun May 14, 2017 10:25 pm
- Forum: Gameplay Help
- Topic: Can Biter expansion be enables after world is created?
- Replies: 4
- Views: 10054
Re: Can Biter expansion be enables after world is created?
This is not my mod, but I found it as I had the same need on one of my saves. https://mods.factorio.com/mods/Damgam/slowevolution, you will need to edit the config.lua file Look for --- Biter Expansion --- biterexpansion = true -- change to false to turn off expansion --- Biter Expansion Boost --- b...
- Sun May 14, 2017 8:14 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320664
Re: [MOD 0.15] Orbital Ion Cannon 1.5.0
Can you read the Radar name and print it out when a firing is taking place?
I drop a train stop next to Radar's and name it with the radar name so I can see where they are on the map.
It would help find where the firing is taking place, I've a big map and can never find where the target is.
I drop a train stop next to Radar's and name it with the radar name so I can see where they are on the map.
It would help find where the firing is taking place, I've a big map and can never find where the target is.
- Sun May 07, 2017 4:38 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
ok, they show up if I zoom in far enough.charmead wrote:Yes, used to show up, now does not.Nexela wrote:Are you talking about the map map?charmead wrote:I'm not seeing notes on the map anymore with the latest version. Anyone else having this happen?
- Sun May 07, 2017 4:01 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
Yes, used to show up, now does not.Nexela wrote:Are you talking about the map map?charmead wrote:I'm not seeing notes on the map anymore with the latest version. Anyone else having this happen?
- Sun May 07, 2017 3:11 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.14] Sticky notes - leave notes or signs on the map
I'm not seeing notes on the map anymore with the latest version. Anyone else having this happen?
- Sat May 06, 2017 2:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Spawn Belt 0.1.1
- Replies: 30
- Views: 21103
Re: [MOD 0.12.x] Spawn Belt 0.1.1
When you get a mail that something was posted in this thread and you find there's nothing new there... Now that is some weird stuff. My fault, I had posted a question about using red wires in version 1.0.5 to control what is spawned on the belt, figured it out and deleted my post. Sorry about that.
- Mon May 01, 2017 2:30 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41222
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
New .15 version on mod portal getting an error.
Fix, the technology "automated-construction" is now "construction-robotics"
Fix, the technology "automated-construction" is now "construction-robotics"
- Thu Apr 27, 2017 12:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287449
Re: [MOD 0.12.x] Landfill (2.1.7)
charmead wrote:Love this mod, will it be updated for .15?
Got it working, I changed the entity type,
type = "deconstructible-tile-proxy", seems to work fine so far.
- Tue Apr 25, 2017 1:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287449
Re: [MOD 0.12.x] Landfill (2.1.7)
Love this mod, will it be updated for .15?
- Mon Mar 27, 2017 2:53 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 209810
Re: [MOD 0.14] Upgrade planner - v1.2.7
I love this mod! One small issue I noticed: it looks like belt corners can sometimes get removed entirely as shown in the before/after images below. I think that is from the quickug mod. I've had the same thing happen and it is from that mod on mine. Try CONTROL + u to toggle quickug off before usi...
- Sun Jan 08, 2017 4:02 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
Now if the blueprints would keep the text. :) This blueprint question was already asked by another user in this thread. Alas, blueprint cannot copy the private settings of the note (text, etc...). It will just create new empty notes. I did not see anything offering this opportunity in the API. I ad...
- Sat Jan 07, 2017 10:38 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
Would you be willing to add an option to the config file so Map-mark is on by default? Also, when you use alt-w on an entity, any way that the name you gave the entity can be blueprinted? Turned out to be very simple to add auto_mapmark = true to the config and control.lua for auto mapmark true or ...
- Thu Jan 05, 2017 11:11 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35236
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
Would you be willing to add an option to the config file so Map-mark is on by default?
Also, when you use alt-w on an entity, any way that the name you gave the entity can be blueprinted?
Thanks for the great mods you do!
Also, when you use alt-w on an entity, any way that the name you gave the entity can be blueprinted?
Thanks for the great mods you do!