Search found 1195 matches

by Mooncat
Sat Jul 02, 2016 11:55 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 406148

[MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Type: Mod Name: Creative Mode Description: Adds entities that can generate unlimited items or fluid, or nullify them. License: GNU LGPLv3 Version: 0.3.12 Release: 2017-09-05 Tested-With-Factorio-Version: 0.15.34 Category: (Helper, Item, Convenience, Cheats) Tags: creative mode, cheat, always day, re...
by Mooncat
Sat Jul 02, 2016 8:47 am
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 84835

Re: [0.11.x] Y.Petremann's mods (6 mods)

Hey, thanks for reply. I'm sorry, forgot to mention I was talking about the creative mode. There's a certain convenience with that type of realization that was easy to handle and fun to use, hence I was missing something due to 0.13. What other creative inventory do you speak of? If you start a san...
by Mooncat
Fri Jul 01, 2016 9:33 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 3780

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

I'll take a crack at helping. :) Though I'm afraid I haven't got a direct method. Honestly, I'd request the enabled state be added to the mod API, as solving this the way I'm about to propose is a bit arduous and wasteful. Combing through the Lua API (http://lua-api.factorio.com/) for version 0.13....
by Mooncat
Thu Jun 30, 2016 8:14 pm
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 84835

Re: [0.11.x] Y.Petremann's mods (6 mods)

Creative mode will not receive any update since replacement mods already exist and a creative inventory has been added. For the other mods, they should get an update (and maybe factocad will be soon released) Do you mean this ? Based on its description, it requires you at least one item in order to...
by Mooncat
Thu Jun 30, 2016 5:51 pm
Forum: Modding help
Topic: [Solved] How do I know is entity enabled/disabled?
Replies: 7
Views: 3780

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

Hi all, I am trying to make my first mod, but now I am facing a problem that even studying the existing mods doesn't help. Can anyone tell me how can I know whether an entity (e.g. inserter) is currently enabled or disabled due to circuit condition in 0.13? I have tried entity.active and entity.oper...
by Mooncat
Thu Jun 30, 2016 8:56 am
Forum: Mods
Topic: [0.11.x] Y.Petremann's mods (6 mods)
Replies: 96
Views: 84835

Re: [0.11.x] Y.Petremann's mods (6 mods)

Kudos, of course the question of all recent questions here as well: Is there, by chance, anything happening regarding the updated 0.13 version of Factorio? Will this receive an update too? I always have a question in my mind: how isn't this already be done!? It is so good for testing stuffs. Not on...
by Mooncat
Wed Jun 29, 2016 7:56 pm
Forum: Mods
Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Replies: 19
Views: 15158

Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Hi Versepelles, this mod seems to have a hard dependency to Bob's mod (due to the last update?). Would you mind changing it to optional so I can play it? :D Thanks for letting me know! The hard dependency was removed, but please keep me informed of any other bugs. Appreciated! Wow, that was fast. I...
by Mooncat
Wed Jun 29, 2016 7:18 pm
Forum: Mods
Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Replies: 19
Views: 15158

Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!

Hi Versepelles, this mod seems to have a hard dependency to Bob's mod (due to the last update?). Would you mind changing it to optional so I can play it? :D
by Mooncat
Wed Jun 29, 2016 2:46 am
Forum: Mods
Topic: [MOD 0.12.11+] Torches
Replies: 27
Views: 32541

Re: [MOD 0.12.11+] Torches

Just to inform you that I am waiting for this mod being ported to 0.13. ;)
(Or I will do that if you are busy and allow me to)
(Also add the "hidden" flag so the fake entities are not selectable in logistic network UI?)
by Mooncat
Tue Jun 28, 2016 6:44 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 198983

Re: Version 0.13.0

I don't like working too hard to get achievements (like "Win the game in 8 hours", it is impossible for me), but at the same time, I don't like having unfinished achievements. Factorio in not about "winning" (whom you think to impress with "Win in 8 hours"? boy - there...
by Mooncat
Tue Jun 28, 2016 6:35 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 198983

Re: Version 0.13.0

Yeah!!! 0.13 is released! Now I can test the idea that I have had long time ago about getting (cheating) the achievements. My dear friend - imho you completely misunderstood what playing Factorio is about. Its about rarely mastering, regular trying, often failing, standing up after getting killed a...
by Mooncat
Tue Jun 28, 2016 6:27 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 198983

Re: Version 0.13.0

Yeah!!! 0.13 is released! Now I can test the idea that I have had long time ago about getting (cheating) the achievements. My dear friend - imho you completely misunderstood what playing Factorio is about. Its about rarely mastering, regular trying, often failing, standing up after getting killed a...
by Mooncat
Tue Jun 28, 2016 6:01 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 198983

Re: Version 0.13.0

Yeah!!! 0.13 is released! Now I can test the idea that I have had long time ago about getting (cheating) the achievements. Modded games won't have the achievements recorded on steam. The devs may be unhappy about the result... Declaimer: it is not fun to ruin the game in this way. I did this just be...
by Mooncat
Fri Jun 24, 2016 1:28 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 51785

Re: Friday Facts #143 - Nat Punching Again

Killkrog wrote:I dunno... Did someone ever wrote a program that shows the differences between the current api and the 0.13 preview?
I actually might do that right now if folks say it helps having the mods updated quicker for 0.13 :D
I think I have seen the devs mentioning an upgrade tool for mods?
by Mooncat
Mon Jun 20, 2016 2:01 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 51785

Re: Friday Facts #143 - Nat Punching Again

Factorio definition: Alpha unstable : Release (like 0.13 right now). May be completely broken. Time for modders to fix their mods. Everything can change. Everything can brake. Alpha stable : If you want to play a stable game (0.11, 0.12...). Only serious bugs of latest version where fixed. Lamers p...
by Mooncat
Thu Jun 16, 2016 2:17 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 91023

Re: [MOD 0.12.x] Robot Mining Site 0.3.0

Hey guys, wouldn't it be nice if we could also "mine" trees, like the treehouse does? The only difference is of course that the trees would have to be re-planted after chopping them down. I think you are looking for Treefarm for 0.12? https://github.com/Blu3wolf/Treefarm-Lite https://gith...
by Mooncat
Thu Jun 16, 2016 2:13 am
Forum: Implemented Suggestions
Topic: Stock Better Vehicle Control
Replies: 26
Views: 10248

Re: Stock Better Vehicle Control

But my biggest problem while driving the vehicles is not aligning... actually, I don't really care about aligning since I only drive in open space. The problem is I can't figure out which button to turn when not driving towards north. I often turn to the wrong direction and crash on an alien spawner...
by Mooncat
Thu Jun 16, 2016 1:58 am
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 64746

Re: Friday Facts #142 - Playtesting

While waiting for the coming Friday.... did anyone notice the shadow angle of the wall (or gate?) is different from the other objects? Most of the shadow is point to east, but the wall's is 45degree rotated. (Yes, I am bored. Friday please come early!) Also, I was thinking... the deconstruction plan...
by Mooncat
Wed Jun 15, 2016 4:01 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 312182

Re: [MOD 0.12.30+] SmartTrains 0.3.82

So the issue only occurs when the stop is placed by blueprint and then removed before it is built. What version are you using? The latest (pre)release https://github.com/Choumiko/SmartTrains/releases/tag/v0.3.94 shouldn't have that issue anymore. I think by now i really should make this an official...

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