IDK how i am doing it but not working again xD if we break it now there will be the Tank thingy what is Unbreakebille.
And if the train will Drive on the Station menu we get this error:
Error while running the event handler: __RailTanker__\control:lua215:Given entity doesn't exist anymore
IDK ...
Search found 402 matches
- Mon Dec 08, 2014 10:11 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
- Mon Dec 08, 2014 9:19 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 45354
Re: [Mod 0.11.x] Belt Blocker
All good. Bugs are annoying to fix but I am glad they are found so I can fix them. Sorry for the save game issues.berni1212 wrote:Ok I see but thanks for the Mod anyway and i am Srry for the RailTank :/
- Mon Dec 08, 2014 8:54 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 45354
Re: [Mod 0.11.x] Belt Blocker
Got an Link for it ? BUt if u can make that in 1 Mod would be awsome too or ?
And Thanks for the fast Rply
Its actually called " Smart-Curcuit-System ". Should be able to turn off belts.
I doubt I'll be adding any features to belt blocker, if only because I have too many complex mod I am ...
And Thanks for the fast Rply
Its actually called " Smart-Curcuit-System ". Should be able to turn off belts.
I doubt I'll be adding any features to belt blocker, if only because I have too many complex mod I am ...
- Mon Dec 08, 2014 8:53 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
it is not like it is something that is all that hard to change if one so desires for their own game usage.
This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made ...
This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made ...
- Mon Dec 08, 2014 8:47 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
it is not like it is something that is all that hard to change if one so desires for their own game usage.
This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made ...
This change has been made in 0.0.6. Also another crack at fixing the game crash when you blowup a tanker bug. I still can't replicate this bug but I am pretty sure the changes I've made ...
- Mon Dec 08, 2014 8:08 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 45354
Re: [Mod 0.11.x] Belt Blocker
You can actually use the smart-sensors mod for this. There is component you can use that should allow you to turn off belts.berni1212 wrote:Could be a Idea if its Possibile![]()
Can u make them like an Gate that u can open an Gui an say open for so long and let so many items trough?
- Mon Dec 08, 2014 8:06 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 107678
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Sadly not. Factorio has no way of reading files.katyal wrote:Would it be possible to have foreman load multiple blueprint strings from a text file? It would be nice to load all my blueprints into a new game with a single button press.
- Mon Dec 08, 2014 8:05 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I'm sorry about your map. If you remove rail tankers it should let you at least load the map. I know what the issue is now but not how to fix it. I'll be looking at it today
- Mon Dec 08, 2014 11:40 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Sorry mate, can you post the save and copy of your mod folder or the mod list for the save?berni1212 wrote:Still Happening :/
- Mon Dec 08, 2014 11:15 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
The ERROR IS :
Error while running the event handler: __RailTanker__\control:lua224:Given entity doesn't exist anymore
This error happens if we tr to break it or destory it if it gets damaged nothing Happens but if u Try to Mine it or destroy it u get that Error by Destorying your Gamecrash ...
Error while running the event handler: __RailTanker__\control:lua224:Given entity doesn't exist anymore
This error happens if we tr to break it or destory it if it gets damaged nothing Happens but if u Try to Mine it or destroy it u get that Error by Destorying your Gamecrash ...
- Mon Dec 08, 2014 9:04 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
If this was an error on line 224 it should be fixed now. Without the error message I can't be sure. New version in first post.berni1212 wrote:Can u Plz fix it thanks Sir
- Mon Dec 08, 2014 5:58 am
- Forum: Mods
- Topic: [MOD 0.11.14+] Blueprint String
- Replies: 35
- Views: 85479
Re: [0.11.3+] Blueprint String
That is awesome. amazing work DaveMcW.DaveMcW wrote:I spent the past week porting gzip to lua.
We now have automatic compression for blueprints!
- Mon Dec 08, 2014 5:28 am
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 89102
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your poc
New version is up, it should work as a module for power armor now. Before upgrading remove the modules from your pocket bots armor if you dont want to lose them. This release was designed to work with MP but I hit a snag that I think is a bug in Factorio. While it does work it will desync when ever ...
- Sun Dec 07, 2014 11:40 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Hello!
Your Mod is really cool but we have one Problem whe have 1 Damaged Oiltank Trailer and if we try to Remove/Break him the Gamecrashes.,
I have a rail tanker ferrying Lubricant to and from my bases, causing desyncs overtime it stops to empty
Can you guys post the saves? I'll have a look ...
Your Mod is really cool but we have one Problem whe have 1 Damaged Oiltank Trailer and if we try to Remove/Break him the Gamecrashes.,
I have a rail tanker ferrying Lubricant to and from my bases, causing desyncs overtime it stops to empty
Can you guys post the saves? I'll have a look ...
- Sat Dec 06, 2014 1:17 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 17
- Views: 17312
Re: Train coupling and decoupling
While there is no way to decouple a train there is nothing stopping you from deleting a train and replacing it with 2 trains made up of the wagons. You could do the reverse as well.
- Sat Dec 06, 2014 12:22 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 89102
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your poc
help?:
All fixed. I've uploaded a new version that works around this issue. Your post has also motivated me into finishing up multi-player support for pocket bots and moving it over to be a piece of equipment for modular armor. This is mostly done but is still being tested and should be available ...
All fixed. I've uploaded a new version that works around this issue. Your post has also motivated me into finishing up multi-player support for pocket bots and moving it over to be a piece of equipment for modular armor. This is mostly done but is still being tested and should be available ...
- Fri Dec 05, 2014 4:57 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 425274
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
So I have been playing around with Rail Tankers while moving my main base's location and I decided that it was not pumping oil into and out of the cars fast enough for my liking so I went to use faster versions, specifically in this case the ones from Dytech and discovered that they would not cause ...
- Thu Dec 04, 2014 11:18 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 352194
Re: [MOD 0.11.x] The Fat Controller. Remote train management
Updated to 0.11.4, single player game, a few seconds after loading an original 0.11.3 game (75 hours in)
http://i.imgur.com/Km08Woj.png
Not entirely surprising, the error goes away after changing that to 'destroy' ;)
I should probably learn to spell =)
Edit: also there are bugs in the current ...
http://i.imgur.com/Km08Woj.png
Not entirely surprising, the error goes away after changing that to 'destroy' ;)
I should probably learn to spell =)
Edit: also there are bugs in the current ...
- Thu Dec 04, 2014 11:07 pm
- Forum: Releases
- Topic: Version 0.11.4
- Replies: 23
- Views: 42482
Re: Version 0.11.4
Awesome work, thanks guys!
- Thu Dec 04, 2014 10:23 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 352194
Re: [MOD 0.11.x] The Fat Controller. Remote train management
I've re-written it to support multiplayer but it still has to many bugs to release. I'll stop playing in a few hours and have a look at fixing the last bugs.Damrus wrote:Seems the bug has been fixed in 11.4!