Search found 1172 matches

by Mooncat
Thu Aug 10, 2017 2:15 pm
Forum: Mods
Topic: [MOD 0.15+] Unhide Resistances v0.1.1
Replies: 2
Views: 873

Re: [MOD 0.15+] Unhide Resistances v0.1.1

Released v0.1.1. New option: keep perfect resistance hidden - keep the resistances hidden for the entities that are immune to all damage types. It is turned on by default. It is specifically done for the player illusions in Supportive Weapons . Showing 100% for all damage types is wasting screen spa...
by Mooncat
Thu Aug 10, 2017 2:11 am
Forum: Implemented mod requests
Topic: Show force.character_..._bonus on the Bonuses UI
Replies: 4
Views: 1906

Re: Show force.character_..._bonus on the Bonuses UI

This thread can be moved to Implemented mod requests . Thanks Rseding91 and Nexela. :D @Dev-iL As Rseding91 said, their names implied what they do. Though that might requires some knowledge in the game. "reach distance" = the max distance you can open, copy-paste, quick insert to/pickup from an enti...
by Mooncat
Thu Aug 10, 2017 1:58 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 677
Views: 155852

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Fixed the bug that player character could be duplicated by spamming the off button of god mode. had a good laugh sending a ghost of me into a biters nest with that one before i upgraded. felt like Quaid until i realized it ran off with my armor. :lol: Mooncat is Creative Mode compatible with 0.15.3...
by Mooncat
Wed Aug 09, 2017 8:08 pm
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 11164

Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings

Released v0.4.4. You will be notified to uninstall the old Color Picker sub-mods if any of them is detected.. The mod settings under "Map" have been switched to "Per player". Now changing the colors of train stops, locomotives, cargo wagons and fluid wagons using the color picker or via copy-and-pas...
by Mooncat
Tue Aug 08, 2017 7:01 pm
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 6488

Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges

Would you be willing to revive this mod? With the recent changes to hazard concrete it no longer makes proper diagonal patters. OK. I will make a new mod called Hazard Concrete Edges. But I will need some time to make the new set of images to match the updated hazard concrete in 0.15. Looking forwa...
by Mooncat
Tue Aug 08, 2017 6:56 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 677
Views: 155852

Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters

Released v0.3.10. Now you can test heat pipe setups without a reactor! (Why? Why not!) - New: Added new entities: heat source, heat void, biters, spitters, and other units that can be spawned by spawners. - Improvements: Matter sources will no longer insert modules to the module inventory of the tar...
by Mooncat
Tue Aug 08, 2017 6:23 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 41
Views: 8348

Somethings not (or hidden) in doc but you need to know

It has been some time since I've started modding for Factorio. There's something that happens quite often: wow, so I can / cannot do this? I wish someone had told me before! Many hours have been wasted and we should avoid this. So, I would like to list the things that are not documented, or well hid...
by Mooncat
Tue Aug 08, 2017 3:01 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 677
Views: 155852

Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list: Error while running event creative-mode::on_gui_click (ID 1) __creative-mode...
by Mooncat
Tue Aug 08, 2017 1:52 pm
Forum: Modding discussion
Topic: Possible to make some .14 mods work in .15? If so, how?
Replies: 14
Views: 1691

Re: Possible to make some .14 mods work in .15? If so, how?

For the long-pickup-research and long-loot-research technologies, now you only need to install Long Reach Research as they have been combined into it. But you will have to turn on "Enable long pickup technology" and "Enable long loot technology" in mod settings. It also includes long mine research t...
by Mooncat
Mon Aug 07, 2017 5:10 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 5892

Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Released v0.3.1 with a fix about mod compatibility.
Changelog
by Mooncat
Sat Aug 05, 2017 10:36 pm
Forum: Mods
Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Replies: 29
Views: 5892

Re: [MOD 0.15.31+] Supportive Weapons v0.3.0 - New weapons

Released v0.3.0 with some fixes and 4 new categories of weapons. - New: Added 4 new categories of weapons: Sweeper robot Black hole Emergyency recall matrix Bounty weapons Added color effect for chemical plants with the following recipes: Sticky glue ball Mixed glue ball Raw Triton energy Triton ene...
by Mooncat
Sat Aug 05, 2017 6:47 pm
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 6488

Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges

Optera wrote:Would you be willing to revive this mod?
With the recent changes to hazard concrete it no longer makes proper diagonal patters.
OK. I will make a new mod called Hazard Concrete Edges.
But I will need some time to make the new set of images to match the updated hazard concrete in 0.15.
by Mooncat
Sat Aug 05, 2017 12:11 am
Forum: News
Topic: Friday Facts #202 - High res circuit connectors
Replies: 35
Views: 9606

Re: Friday Facts #202 - High res circuit connectors

hm... only one led on roboport.

How about make it 2 by adding on/off control for roboport? :P
by Mooncat
Thu Aug 03, 2017 1:52 am
Forum: Releases
Topic: Version 0.15.32
Replies: 5
Views: 11434

Re: Version 0.15.32

Oops, I forgot again that entity being invalid once it is destroyed.
Now I understand that the event IDs are here to overcome the increased difficulty for using remote.call since 0.15.27. It sounds fair. Thanks! :D
by Mooncat
Wed Aug 02, 2017 1:25 pm
Forum: Releases
Topic: Version 0.15.32
Replies: 5
Views: 11434

Re: Version 0.15.32

Added script_raised_destroy reserved event ID. Added script_raised_built reserved event ID. Added script_raised_revive reserved event ID. Ah, so these are the reserved event IDs... I'm not sure about the usability now, after reading the document. The problem is that they don't have fixed parameters...
by Mooncat
Wed Aug 02, 2017 1:49 am
Forum: General discussion
Topic: We need mechs
Replies: 8
Views: 1453

Re: We need mechs

Spidertron, with weapons!

i.e. Something like tanks, but with normal movement control - it won't crash on other things!
by Mooncat
Tue Aug 01, 2017 8:01 am
Forum: Modding discussion
Topic: Possible to make some .14 mods work in .15? If so, how?
Replies: 14
Views: 1691

Re: Possible to make some .14 mods work in .15? If so, how?

Most popular mods already updated on mods portal. You just only need to download them via ingame modmanager. If some mods are broken - try to request update on mod portal or on mod's forum thread. The best way is send pm to autor. The mod portal and forum thread have not notification. Actually, for...
by Mooncat
Tue Aug 01, 2017 7:54 am
Forum: Modding help
Topic: [Solved] Attempt to index global 'game' (a nil value)
Replies: 3
Views: 879

Re: Attempt to index global 'game' (a nil value)

Change script.on_init(build_orderer()) script.on_configuration_changed(build_orderer()) to script.on_init(build_orderer) script.on_configuration_changed(build_orderer) ( Remove the pair of () ) Without (), you are registering the delegate of build_orderer as the event handler, which is the intended ...
by Mooncat
Tue Aug 01, 2017 7:44 am
Forum: Ideas and Requests For Mods
Topic: [Request] Show Resistances
Replies: 17
Views: 2211

Re: [Request] Show Resistances

My pleasure. ;)
by Mooncat
Mon Jul 31, 2017 2:05 am
Forum: Implemented mod requests
Topic: Additional force for prototype action: "non-ally"
Replies: 2
Views: 346

Re: Additional force for prototype action: "non-ally"

Jap2.0 wrote:Can you cause actions to affect only things on neutral forces? If so, you could just do identical actions to enemy and neutral forces at the same time.
Yes, adding the "neutral" option can help.

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