Search found 1189 matches

by Mooncat
Tue Jul 12, 2016 4:02 am
Forum: Mod portal Discussion
Topic: [BUG] Some hyperlinks are malformed
Replies: 3
Views: 1671

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: 546744

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: 26059

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: 334462

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: 1671

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: 378482

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: 378482

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: 31589

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: 7155

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: 1254

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: 2237

[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: 4001

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: 378482

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: 31613

Re: [MOD 0.12.11+] Torches

Klonan wrote:I have updated the mod: https://mods.factorio.com/mods/Klonan/Torches
Thanks a lot. :D
by Mooncat
Sun Jul 10, 2016 9:57 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 204993

Re: [MOD 0.12.16] Upgrade planner - v1.1.9

Slayer1557 wrote:https://mods.factorio.com/mods/Slayer15 ... de-planner
I updated this for 0.13.6
Thanks for updating this amazing mod. :D
by Mooncat
Sun Jul 10, 2016 9:42 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378482

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Sounds good! The passive provider with all items really helps when you just want an infinite source of everything to build you base. But since I'm building a bot base I often need to exclude certain things that my factory actually build by itself and that should only come from production (so that f...
by Mooncat
Sun Jul 10, 2016 8:15 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 378482

Re: [MOD 0.13.3+] Creative Mode 0.0.3

Thanks for your support. Let me answer your questions one by one. ;) The passive provider with all items really helps when you just want an infinite source of everything to build you base. But since I'm building a bot base I often need to exclude certain things that my factory actually build by itse...
by Mooncat
Sat Jul 09, 2016 8:45 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 3473

Re: [Solved] How do I know is entity enabled/disabled?

The problem is solved. I have written the function to detect whether an inserter entity is enabled/disabled. The solution is on the first post. ;)
by Mooncat
Sat Jul 09, 2016 8:34 pm
Forum: Modding discussion
Topic: My interesting findings on LuaTransportLine.insert_at...
Replies: 8
Views: 4001

My interesting findings on LuaTransportLine.insert_at...

Introduction During the development of Creative Mode , Zeblote and I discovered that LuaTransportLine.insert_at_back(items) cannot create a compressed belt. The combination of can_insert_at(0.9) and insert_at(0.9, items) seems to be able to make the belt more compress, but then Zeblote later found ...
by Mooncat
Fri Jul 08, 2016 6:01 pm
Forum: Implemented mod requests
Topic: Request for on_entity_gui_opened, on_entity_gui_closed
Replies: 3
Views: 1172

Re: Request for on_entity_gui_opened, on_entity_gui_closed

Beat you to it once again :D https://forums.factorio.com/viewtopic.php?f=28&t=24669 https://s-media-cache-ak0.pinimg.com/564x/95/eb/98/95eb98e44a9c3efd5defc8b95defbceb.jpg hm... Do you think we would also need to request APIs for making draggable GUI? I haven't seen any mod that have draggable ...

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