Search found 1195 matches

by Mooncat
Tue Jul 12, 2016 2:14 pm
Forum: Ideas and Requests For Mods
Topic: [Solved] Message Broadcaster - Has anyone done this yet?
Replies: 35
Views: 11883

Re: [Solved] Message Broadcaster - Has anyone done this yet?

Nexela wrote:Well good news... I have it sort of working :) and bad new... It is only sort of working but. but it shouldn't take much longer to get it to a workable state. I should have a working presentation after I get back later tonight/tommorow
Take your time. :D
by Mooncat
Tue Jul 12, 2016 9:32 am
Forum: Ideas and Requests For Mods
Topic: [Solved] Message Broadcaster - Has anyone done this yet?
Replies: 35
Views: 11883

Re: Message Broadcaster - Has anyone done this yet?

I might be out of town for the remainder of the day but when I get back I am gonna do a quick fix for this (I might even have done before I leave but no promises!) then start on a combination of combinator mods and roll em into 1. Best of luck. :D I really want to try improving the UI. I'm thinking...
by Mooncat
Tue Jul 12, 2016 9:17 am
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 27346

Re: Version 0.13.7

That is what I said. Oops! I misread your post :( I'm not sure you'd want that behaviour all the time - maybe if you could use CTRL+SHIFT when placing a blueprint to force remove entities other than trees and rocks??? But I can't find any reason why you want to shift place a blueprint but allow som...
by Mooncat
Tue Jul 12, 2016 9:08 am
Forum: Mods
Topic: [MOD 0.13.0+|v0.12]Recycling Machines
Replies: 96
Views: 41765

Re: [MOD 0.13.0+|v0.12]Recycling Machines

I'm here because I smell trouble caused by my mod. It is grad that you have fixed that. :D The recipes take no ingredient because they are for testing purpose or initial base setup. And the other reason I am here is because I see you are having trouble on localising recipe names. I think I can help....
by Mooncat
Tue Jul 12, 2016 8:08 am
Forum: Ideas and Requests For Mods
Topic: [Solved] Message Broadcaster - Has anyone done this yet?
Replies: 35
Views: 11883

Re: Message Broadcaster - Has anyone done this yet?

Thanks for link! None of my keywords match that mod name. :lol: Since Nexela is working on this, I guess I will just leave it here and concentrate on my existing mod. Allow me to write down my ideas here: - in additional to displaying the message on console, there are 2 more options: display the mes...
by Mooncat
Tue Jul 12, 2016 6:52 am
Forum: Ideas and Requests For Mods
Topic: [Solved] Message Broadcaster - Has anyone done this yet?
Replies: 35
Views: 11883

[Solved] Message Broadcaster - Has anyone done this yet?

Has anyone created a mod that has Message Broadcaster or Signal Notifier or whatever it's called - a device that can display message on console when network condition is fulfilled? When I was managing my factory in 0.12, I often faced a same problem: oil fields are depleted but I only know after the...
by Mooncat
Tue Jul 12, 2016 4:02 am
Forum: Mod portal Discussion
Topic: [BUG] Some hyperlinks are malformed
Replies: 3
Views: 1872

Re: [BUG] Some hyperlinks are malformed

I am not familiar with markdown, but this problem seems to be common in markdown. As you can try in http://dillinger.io/ , [google](www.google.com) will also link to http://dillinger.io/www.google.com but [google](http://www.google.com) is fine. Yeah I demonstrated that in the video. It is also bro...
by Mooncat
Tue Jul 12, 2016 3:25 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 590843

Re: Yuoki Industries - Informations, Suggestions, Questions

loader ? Loaders from FF#128 (image) They're present in game but locket. There is mod that unlock them but as you can see they have placeholder gfx. What's their prototype name? "loader" "fast-loader" "express-loader" Recipe names are the same. Though I have to warn yo...
by Mooncat
Tue Jul 12, 2016 3:15 am
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 27346

Re: Version 0.13.7

Great! Why not everything else? It's really annoying to not be able to remove items that are in the way of blueprints. And rocks are marked for deconstruction when shift placing anyways so you don't need to mine rocks as much as everything else. I wish I could mine and autodeconstruct anything that...
by Mooncat
Tue Jul 12, 2016 2:28 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 348849

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32

For the new graphics, I think there should be something at the bottom part to hold or connect the tanks. As you can see in steinio's image: http://www.pultrans.hu/img/L22W.jpg the 2 tanks are connected by the bottom part and look very solid. Right now it looks like you just put 4 separated tanks on ...
by Mooncat
Tue Jul 12, 2016 2:09 am
Forum: Mod portal Discussion
Topic: [BUG] Some hyperlinks are malformed
Replies: 3
Views: 1872

Re: [BUG] Some hyperlinks are malformed

I am not familiar with markdown, but this problem seems to be common in markdown.

As you can try in http://dillinger.io/,

Code: Select all

[google](www.google.com)
will also link to http://dillinger.io/www.google.com

but

Code: Select all

[google](http://www.google.com)
is fine.
by Mooncat
Mon Jul 11, 2016 6:02 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 406141

Re: [MOD 0.13.3+] Creative Mode 0.1.0

As some of you may have noticed, version 0.1.0 has been released! Just before Factorio 0.13.8! Item Source and Item Void are now more interactable with transport belts. They can also interact with underground belts and spltters. But beware that Item Source cannot create compressed belts when droppin...
by Mooncat
Mon Jul 11, 2016 5:49 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 406141

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Creative mode recipes getting enabled on load? I said no to all at the start of this game and don't recall seeing the creative tab. But today I noticed the creative tab is there. I have used the mod in other saves, but this save has it off. Believe I started it after the popup was added, for sure o...
by Mooncat
Mon Jul 11, 2016 5:42 pm
Forum: Releases
Topic: Version 0.13.8
Replies: 39
Views: 32795

Re: Version 0.13.8

I have played 0.13.7 once, and now it is 0.13.8. :o
by Mooncat
Mon Jul 11, 2016 4:19 pm
Forum: Mod portal Discussion
Topic: author naming his mods 00xxxxx ...
Replies: 20
Views: 7881

Re: author naming his mods 00xxxxx ...

Rather than sorting the mods according to their names or popularity by default, I would suggest sorting them by last update by default. This way, some not-so-popular but interesting mods can also get into the first page when they are updated. It makes sure the author has really made effort to improv...
by Mooncat
Mon Jul 11, 2016 3:30 pm
Forum: Mod portal Discussion
Topic: BUG: Internal Server Error when uploading images mod upload hangs
Replies: 1
Views: 1396

Re: BUG: Internal Server Error when uploading images mod upload hangs

Yes! I am having this problem right now! And even worse: "You have 10 unused uploaded files." I just wanted to update the images. At first, I uploaded them one by one. That was OK. Then, I dragged 2 images to it. Error messages were shown on the images after a few seconds. When I clicked s...
by Mooncat
Mon Jul 11, 2016 3:36 am
Forum: Modding discussion
Topic: [Solved] Can we print colored message on console?
Replies: 5
Views: 2485

[Solved] Can we print colored message on console?

As the title asked, can we print colored message on console using player.print(message)? Or, are there other functions we can use to create message on console? Answer: no, you can't. But because I don't really need this feature for now, no request has been made. If you want this, feel free to propos...
by Mooncat
Mon Jul 11, 2016 2:36 am
Forum: Modding discussion
Topic: My interesting findings on LuaTransportLine.insert_at...
Replies: 8
Views: 4431

Re: My interesting findings on LuaTransportLine.insert_at...

jorgenRe wrote:Interesting indeed :ugeek:
Yes, also frustrating at the same time if you don't know this before trying to make compressed belt. :lol:
by Mooncat
Mon Jul 11, 2016 2:22 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 406141

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Creative mode recipes getting enabled on load? I said no to all at the start of this game and don't recall seeing the creative tab. But today I noticed the creative tab is there. I have used the mod in other saves, but this save has it off. Believe I started it after the popup was added, for sure o...
by Mooncat
Sun Jul 10, 2016 9:58 am
Forum: Mods
Topic: [MOD 0.12.11+] Torches
Replies: 27
Views: 32541

Re: [MOD 0.12.11+] Torches

Klonan wrote:I have updated the mod: https://mods.factorio.com/mods/Klonan/Torches
Thanks a lot. :D

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