
Search found 1065 matches
- Tue Mar 18, 2014 6:38 pm
- Forum: Pending
- Topic: [0.9.1] Game crashes on linux
- Replies: 12
- Views: 9932
- Tue Mar 18, 2014 6:29 pm
- Forum: Not a bug
- Topic: Map shown at the back.
- Replies: 2
- Views: 3038
Re: Map shown at the back.
The main menu with the map at the back looks weird.kovarex wrote:I don't think this is a bug.
Is not the load menu or the death menu, it is the Main menu, with the play buttons etc
If it is suposed to be like so... I think its weird.
- Tue Mar 18, 2014 6:19 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 134148
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
Thats REALLY REALLY cool
Totally need to check it out and have it with the mods I play with





Totally need to check it out and have it with the mods I play with




- Tue Mar 18, 2014 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Enrichment of train-stuff, and other
- Replies: 9
- Views: 6258
Re: Enrichment of train-stuff, and other
And at last, there is table "picture" for entities. Will be very useful, if you allow to use table "pictures", like, for example, uses spawner and simple-entity. Because will be better, if modders could set random picture for some entities, like chest, for example.
I didnt really understand what ...
I didnt really understand what ...
- Tue Mar 18, 2014 5:55 pm
- Forum: General discussion
- Topic: Punished for lowering difficulty!
- Replies: 7
- Views: 4586
Re: Punished for lowering difficulty!
Its not the first I can tell you for sure. Is even more, much moreAlexPhoenix wrote:this is third island posted last time.

At least this one isnt in bug reports.

- Tue Mar 18, 2014 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Energy consumption
- Replies: 16
- Views: 5793
Re: [0.9.3] Energy consumption
I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It ...
- Tue Mar 18, 2014 4:52 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 13030
Re: A Bulldozer
And who doesnt have a flamethrower in his garage!drs9999 wrote:The shotgun is the poor man's bulldozer
- Tue Mar 18, 2014 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Energy consumption
- Replies: 16
- Views: 5793
Re: [0.9.3] Energy consumption
I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It ...
- Tue Mar 18, 2014 4:33 pm
- Forum: Not a bug
- Topic: Map shown at the back.
- Replies: 2
- Views: 3038
Map shown at the back.
Die, press load game, then press back, and then back again, you will be in the main menu, with the map shown at the back.
- Tue Mar 18, 2014 4:10 pm
- Forum: Modding help
- Topic: Can an entity have no collision box?
- Replies: 12
- Views: 4931
Re: Can an entity have no collision box?
Have you figured out how to do it? Because I think it is harcoded for each type of entity.
And I would like to use it in my mod to do something :)
EDIT: HOW HAS THIS ACTUALLY WORKED? xD
collision_mask="potato",
Edit: I think the game threads a "potato" collision mask as a nil colision mask, so it ...
And I would like to use it in my mod to do something :)
EDIT: HOW HAS THIS ACTUALLY WORKED? xD
collision_mask="potato",
Edit: I think the game threads a "potato" collision mask as a nil colision mask, so it ...
- Tue Mar 18, 2014 3:06 pm
- Forum: Won't implement
- Topic: usage_priority
- Replies: 5
- Views: 5868
Re: usage_priority
Maybe you can make it numerical, so entities with priority 1 are first etc.
- Tue Mar 18, 2014 3:05 pm
- Forum: Implemented mod requests
- Topic: Allow mod zip files to have version numbers
- Replies: 13
- Views: 11423
Re: Allow mod zip files to have version numbers
What about if the game ignores the zip name, and only takes the name of a folder that should be inside the zip?
So:
Modfolder can be used in the mods folder.
Modzip that contains modfolder can also be used in the mods folder, and the game ignores the name Modzip haves.
This way, zip files can be ...
So:
Modfolder can be used in the mods folder.
Modzip that contains modfolder can also be used in the mods folder, and the game ignores the name Modzip haves.
This way, zip files can be ...
- Mon Mar 17, 2014 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Energy consumption
- Replies: 16
- Views: 5793
Re: [0.9.3] Energy consumption
MMmmm I cant seem to reproduce what I saw the other day, I tried in modded with my mod, without my mod and with lots of mods, but nothing D:
- Mon Mar 17, 2014 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Energy consumption
- Replies: 16
- Views: 5793
Re: [0.9.3] Energy consumption
Try to open the electric production screen a bunch of times, sometimes it displays the real number multiplied by 1000, so if it 1MW it may display 1GW.kovarex wrote:Anyway, what is the bug? Is it that the total production doesn't match the production of steam engines?
- Mon Mar 17, 2014 8:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Energy consumption
- Replies: 16
- Views: 5793
- Mon Mar 17, 2014 3:10 pm
- Forum: Modding help
- Topic: Problem with Icons
- Replies: 6
- Views: 3129
Re: Problem with Icons
without a copy of what you have done... I cant tell you much.
- Mon Mar 17, 2014 3:09 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 212955
Re: [MOD 0.9.2] MoMods
I said that because im pretty sure that you can give a motion to a particle entity.Hopefully in the future weather would either be part of the base game, or we would get better tools to mod fancier weather.
- Sun Mar 16, 2014 9:05 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 212955
Re: [MOD 0.9.2] MoMods
Coming soon to a MoWeather near you!
Animated rain! Woooo!
Mmmm I thought you were going to use the motion that can be given to particle entities to do the rain, it looks like little explosions atm (maybe when particles are more random, instead of in a gif it looks better)
Nice mods :) But you ...
Animated rain! Woooo!
Mmmm I thought you were going to use the motion that can be given to particle entities to do the rain, it looks like little explosions atm (maybe when particles are more random, instead of in a gif it looks better)
Nice mods :) But you ...
- Sat Mar 15, 2014 10:08 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 139022
Re: [MOD 0.9.x] AdvancedEquipment v0.3.2
Code: Select all
[spoiler=Next version spoiler][/spoiler]
Next version spoiler
- Sat Mar 15, 2014 9:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] crash ctrl clicking on logistic robot
- Replies: 4
- Views: 1922
Re: [0.9.2] crash ctrl clicking on logistic robot
Yea, there is a bug indeed, I followed all steps, and it crashed, but I needed to wait till the robot goes a second time to drop to the storage chest:
What I did is:
Dissable every slot from the robot use.
Robot idled on top of the chest.
Ctrl+clicked and it worked fine (I got the items the robot ...
What I did is:
Dissable every slot from the robot use.
Robot idled on top of the chest.
Ctrl+clicked and it worked fine (I got the items the robot ...