Type: Mod
Name: Assembly Zero
Description: An assembly machine zero and X which are smaller (1x1 instead of 3x3) and quicker than normal.
Version: 0.1.3
Release: 2016-7-20
Tested-With-Factorio-Version: 0.13.13
Category: Convenience
Tags: Buildings, Manufacturing
Download-Url: https://mods.factorio ...
Search found 46 matches
- Sun Jul 31, 2016 7:19 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Assembly Zero 0.1.3
- Replies: 11
- Views: 8633
- Sun Jul 31, 2016 5:57 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 121545
Re: [dead] Wagons: More train stuff
It seems like there is no version available currently, not even the one from 5dim, I wonder how i'd go about resurrecting this, will have a look at the wagons, a pity I can't find 5dims trains for 0.12 since factoriomods is down
- Sun Jul 31, 2016 5:52 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 272212
Re: General Discussion
sooo, anything about the Fact that the 5dim Site just gives 404, so i that can't even Download it?
You can download some of them from mods.factorio.com now
what I wonder, where would I get a 5dim trains for 0.12 or 0.13? it's not on mods.factorio
and factoriomods.com doesn't have a download page ...
You can download some of them from mods.factorio.com now
what I wonder, where would I get a 5dim trains for 0.12 or 0.13? it's not on mods.factorio
and factoriomods.com doesn't have a download page ...
- Sun Jul 31, 2016 5:51 pm
- Forum: Texture Packs
- Topic: [Done] 5Dim's Trains
- Replies: 24
- Views: 53333
Re: [Done] 5Dim's Trains
I can't seem to find a download for 0.13 nor 0.12 anyone able to help me please?
- Mon Jul 25, 2016 1:47 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2143919
Re: Bugs & FAQ
Hey after removing and reintroducing the mod (Without changing anything myself! but configs, tho persists through unchanged/reverted configs) i get
[quote]__angelsinfiniteores__/data.lua:137:__boblibrary__/ore-functions.lua:56:attempt to concatenate local 'item' (a table value)[/quote[
[quote]__angelsinfiniteores__/data.lua:137:__boblibrary__/ore-functions.lua:56:attempt to concatenate local 'item' (a table value)[/quote[
- Sat Jul 23, 2016 11:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 613227
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1
a pity that didn't workTheSAguy wrote:
Start by commenting out line 618: script.on_configuration_changed(On_Change)
I'll try uncommenting the other and the changed one?
- Sat Jul 23, 2016 10:01 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 613227
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1
I somehow broke the mod for a save I'd really like to use it with (problem is that I added it to a running game)
is there any way for me to define what it looks for in line 158 in control.lua? it's if global.Peaceful_Sleep_Time > 0 then problem being a nil value
i tried /c global.Peaceful_Sleep ...
is there any way for me to define what it looks for in line 158 in control.lua? it's if global.Peaceful_Sleep_Time > 0 then problem being a nil value
i tried /c global.Peaceful_Sleep ...
- Fri Jul 22, 2016 7:22 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 613227
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1
Thanks for committing the new changes, hope my inepticism at reaching T3 with all those mods is a bit weighed off, tried a game without it but have to say, I am kinda missing a gigantic part of the game if they don't expand as aggressive as they did by this mod.
Is there any way to easily control ...
Is there any way to easily control ...
- Wed Jul 20, 2016 7:50 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 450964
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hey, I have a slight problem in the game I migrated I can't build fast inserters and still have long inserters instead, in a new game fast inserters work but there are still long inserters.
Great new addon to the mod!
Eh what can I do to fix that? I tried resetting recipes and researches.
-- edit ...
Great new addon to the mod!
Eh what can I do to fix that? I tried resetting recipes and researches.
-- edit ...
- Wed Jul 20, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Assembly Zero
- Replies: 0
- Views: 1322
[MOD 0.13.x] Assembly Zero
Type: Mod
Name: Assembly Zero
Description: An assembly machine zero is a smaller (1x1 instead of 3x3) and quicker (crafting speed 1.5) version of an assembly machine 1.
Version: 0.1.2
Release: 2016-7-20
Tested-With-Factorio-Version: 0.13.9
Category: Convenience
Tags: Buildings, Manufacturing ...
Name: Assembly Zero
Description: An assembly machine zero is a smaller (1x1 instead of 3x3) and quicker (crafting speed 1.5) version of an assembly machine 1.
Version: 0.1.2
Release: 2016-7-20
Tested-With-Factorio-Version: 0.13.9
Category: Convenience
Tags: Buildings, Manufacturing ...
- Tue Jul 19, 2016 11:45 pm
- Forum: Technical Help
- Topic: Couldn't establish network communication with server.
- Replies: 14
- Views: 105438
Re: Couldn't establish network communication with server.
Me and my friend have this same problem every time we go to play. We had a similar issue when we tried to connect via direct IP for Civ4 and the same bizarre fix works for us here. Follow these steps (yes it sounds stupid) but it works every time for us.
Both of you need to do the following steps ...
Both of you need to do the following steps ...
- Tue Jul 19, 2016 3:33 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 613227
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0
Few things:
1. Killing spawner by hand at 22% evo... might get hairy without some heavy tricks. Or flamer. And lots of turrets as backup :D (Or sniper turrets :twisted: )
2. Please don't punish pollution more because of adding the bio-garden to different mod. Evolution reducing buildings are far ...
1. Killing spawner by hand at 22% evo... might get hairy without some heavy tricks. Or flamer. And lots of turrets as backup :D (Or sniper turrets :twisted: )
2. Please don't punish pollution more because of adding the bio-garden to different mod. Evolution reducing buildings are far ...
- Tue Jul 19, 2016 2:34 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 453714
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)
Could you please change the reach change to be a configurable change?
I personally prefer to use Extendo Use where you have to research extended grabbers to increase reach, as well as Avatar, Drone and Sat Uplink to find out which will be my future infinite reach choice.
Tho, I also have no problem ...
I personally prefer to use Extendo Use where you have to research extended grabbers to increase reach, as well as Avatar, Drone and Sat Uplink to find out which will be my future infinite reach choice.
Tho, I also have no problem ...
- Mon Jul 18, 2016 4:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Assembly Zero
- Replies: 7
- Views: 11326
Re: [MOD 0.12.x] Assembly Zero
Is there a chance you'll update this mod for 0.13?
The mod still works flawlessly just change the info.json in the zip file yourself or replace it with the attached one.
Great mod!
Also from what I understand you need to change width and height under prototypes/entity.lua and resize the graphics ...
The mod still works flawlessly just change the info.json in the zip file yourself or replace it with the attached one.
Great mod!
Also from what I understand you need to change width and height under prototypes/entity.lua and resize the graphics ...
- Sat Jul 16, 2016 3:51 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 125524
Re: [MOD 0.12+] Mining Tools - resources generation
Ok here's the modlist.json
I think the difference is the requirement of angelsrefining as well as angelsinfiniteores
no matter if you use RSO or not you will need to
--Enables speacial support for RSO, makes the map generation menu a lot cleaner
angelsmods.ores.enablersomode = false
to config.lua ...
I think the difference is the requirement of angelsrefining as well as angelsinfiniteores
no matter if you use RSO or not you will need to
--Enables speacial support for RSO, makes the map generation menu a lot cleaner
angelsmods.ores.enablersomode = false
to config.lua ...
- Sat Jul 16, 2016 3:24 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 125524
Re: [MOD 0.12+] Mining Tools - resources generation
Well happy that you can add the 6 ores. I still does not understand why I do not even find them in the Map generation... And I have all bobs, youki, nucular, RSO, etc... I just cannot install angel refinery of process, they keep giving errors at load time... Can you send me a list of your mods ...
- Sat Jul 16, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 125524
Re: [MOD 0.12+] Mining Tools - resources generation
@binbin
yes /c game.player.surface.create_entity{name="angels-ore1", position=game.player.position}
works for me it could be that the mod needs at least one mod like bobsmod or yiindustries to work (which add even more ores) angelsprocessing should not be dependant on it, at least it doesn't change ...
yes /c game.player.surface.create_entity{name="angels-ore1", position=game.player.position}
works for me it could be that the mod needs at least one mod like bobsmod or yiindustries to work (which add even more ores) angelsprocessing should not be dependant on it, at least it doesn't change ...
- Sat Jul 16, 2016 12:41 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 125524
Re: [MOD 0.12+] Mining Tools - resources generation and speed
achman : yes I'll add some tiers, but jyrix does not return yet, he must be in vacation. But I can do it myself ;-)
I'll work on that today.
angel : By the way, i understood now that angleore modify existing ores by creating new prototype with "infinite-" prefix. So if we want dynamite for ...
I'll work on that today.
angel : By the way, i understood now that angleore modify existing ores by creating new prototype with "infinite-" prefix. So if we want dynamite for ...
- Sat Jul 16, 2016 12:36 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 453714
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.1 - (Formally Bio-Farm)
Error while running deserialisation: [string "do local _={ts={growing={}},numSeedlings=284}..."]:1: too many local variables (limit is 200) in main function near '='
Hey, Im running into this error, it's completely dependant on how many seedlings I have (dunno if it persists if they're grown, I ...
Hey, Im running into this error, it's completely dependant on how many seedlings I have (dunno if it persists if they're grown, I ...
- Sat Jul 16, 2016 12:33 pm
- Forum: Mods
- Topic: Hardcorio from fans
- Replies: 31
- Views: 42485
Re: Hardcorio from fans
Thanks a lot for your hard work!
Also could a mod please move this to alpha/0.13?
Also could a mod please move this to alpha/0.13?