Search found 51 matches

by Damrus
Sun Aug 30, 2015 11:46 am
Forum: Modding help
Topic: Changed mod for personal use, ran in to a problem.
Replies: 8
Views: 6463

Changed mod for personal use, ran in to a problem.

hey there, So I've edited quite a few mods for my own personal use in the past, but I'm now hitting a problem with the greenhouse mod. I wanted to make it ''more'' compatible with the treefarm mod, so I could make rubber and alien plants in the greenhouses. I managed to make sure the greenhouses now...
by Damrus
Sat Aug 22, 2015 10:01 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 131628

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Or you (peter34) could just. you know... share your version of the mod?
by Damrus
Fri Aug 14, 2015 10:14 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 325149

Re: [0.12.2+] SmartTrains 0.3.6

Im getting an error with this version on the game start-up. "EntityPrototype Smart Train stop doesn't have an order string and there is no item to place it." That's odd, it's working fine for me. Try downloading again (don't know how that should solve it though :D ) check to prototypes/sm...
by Damrus
Thu Aug 13, 2015 1:18 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 325149

Re: [0.12.2+] SmartTrains 0.3.6

Updated to 0.3.62 update trainline when train is not moving, regardless of state added virtual signal for "train at station" (1 when train is at station, 0 when not) reset signals when train is put into manual mode The values the virtual signals are set to depending on train at station/no...
by Damrus
Thu Aug 13, 2015 11:10 am
Forum: Technical Help
Topic: Evolution time factor Error
Replies: 2
Views: 2249

Re: Evolution time factor Error

Ah derp!

Thank you : ]
by Damrus
Thu Aug 13, 2015 10:50 am
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 179033

Re: [MOD 0.12.X] Air Filtering

Thats awesome. Thank you!
by Damrus
Thu Aug 13, 2015 10:39 am
Forum: Mods
Topic: [MOD 0.12.0+] Greenhouses 0.1.0
Replies: 46
Views: 47205

Re: [0.12.x+] Greenhouses 0.1.0

Would you be willing to add the recipies for other trees from other mods to this mod?

Dytechs rubber trees for example?
Or treefarms alien tree addon?


Thanks for the mod btw!
by Damrus
Wed Aug 12, 2015 1:06 pm
Forum: Technical Help
Topic: Evolution time factor Error
Replies: 2
Views: 2249

Evolution time factor Error

hey there! I can't seem to set my timed evolution setting to zero. I used to use this command: /c game.mapsettings.enemy_evolution.time_factor = 0.000008 * 0 But now I get an error ''Cannot execute command. Error: [string "game.mapsetting.enemy_evolution.time_factor..."]: LuaGameScript doe...
by Damrus
Sun Aug 09, 2015 4:23 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 179033

Re: [MOD 0.12.X] Air Filtering

I like your mod, but please, read this post: click me! And i think is a very easy clean a medium factory... maybe make 5-7 tiers of technology, with a tier 1 easier than now (with only science pack 1), for very little factories and continue to make a tier 7 for a ultra factory and VERY expensive(+3...
by Damrus
Sat Aug 08, 2015 1:55 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 213931

Re: [MOD 0.12.x] Advanced Logistics System

I've got Dytech installed. But this happens when I remove normal Roboports too. (don't think Dytech changes them beyond cost but I could be wrong). Could, Expanded Robot Tech be the problem? https://forums.factorio.com/forum/viewtopic.php?f=93&t=13610 err Nvm : l The update logistics data did ac...
by Damrus
Sat Aug 08, 2015 1:13 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 213931

Re: [MOD 0.12.x] Advanced Logistics System

Outsider wrote:
Damrus wrote:
Outsider wrote:
Damrus wrote: snip
The latest release 0.2.4 should fix both issues, can you please confirm?
Checked. but removing a roboport still prompts an error.

http://imgur.com/sMP913K

_ _ advanced-logistics-system_ _/control.lua.510: LuaEntity API call when LuaEntity was invalid.
by Damrus
Fri Aug 07, 2015 11:41 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 213931

Re: [MOD 0.12.x] Advanced Logistics System

http://i.imgur.com/f53SUbJ.png http://i.imgur.com/Gwwh8mG.png SNipped The first image you linked isn't working, what is the error you get when you remove a roboport? the second bug will be fixed in the next release. The images said: Error while running the event handler: _ _ advanced-logistics-syst...
by Damrus
Fri Aug 07, 2015 12:22 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 213931

Re: [MOD 0.12.x] Advanced Logistics System

I get this Error every time I try to remove a normal roboport http://i.imgur.com/f53SUbJ.png Please help ;p edit: O and this one now too. When i open the menu. http://i.imgur.com/Gwwh8mG.png Used to only have an error when I opened the "Normal items" tab, but kind of ignored that one. (sor...
by Damrus
Thu Aug 06, 2015 2:35 pm
Forum: Mods
Topic: [0.12.1+] N.Tech-Chemistry
Replies: 2
Views: 6076

Re: [0.12.1+] N.Tech-Chemistry

by Damrus
Sun Jul 26, 2015 11:06 am
Forum: Mods
Topic: [0.12.x] Treefarm-AC 0.2.0 (without glue turret)
Replies: 3
Views: 6877

Re: [0.12.x] Treefarm-AC 0.2.0D (without glue turret)

You are missing a download link. (or I am very blind)
by Damrus
Fri Dec 19, 2014 12:36 pm
Forum: Modding help
Topic: Making rotatable non-square containers
Replies: 10
Views: 4396

Re: Making rotatable non-square containers

O I was actually doing something similiar with 5x1 boxes. I was going to do the same thing I saw someone do with the left and right inserters and the slipstream boxes, and maybe thats something for you too. Basicly what they did was; that they made a base version (the horizontal box or none directio...
by Damrus
Sat Dec 13, 2014 8:49 pm
Forum: Questions, reviews and ratings
Topic: HowTo Treefarm aka Q&A
Replies: 17
Views: 70474

Re: HowTo Treefarm v1.1.x aka Q&A

You can just make a smart system that doesn't fill the treefarm with seeds if you have X wood. Have a requester box in the neighberhood to gather all the wood and you should be good (with some minor wood overlap).
by Damrus
Thu Dec 11, 2014 11:58 am
Forum: Ideas and Requests For Mods
Topic: [Request] On death, spawn a box with inventory of player
Replies: 20
Views: 7676

Re: [Request] On death, spawn a box with inventory of player

Doesn´t the scrap mod drop all your items on the ground?

I'm not sure but atleast one of my mods makes it happen in MP. (I thought it was standerd).
by Damrus
Sun Dec 07, 2014 10:54 pm
Forum: Mods
Topic: [0.9.x] Belt Lane Splitters (1.2)
Replies: 46
Views: 43029

Re: [0.9.x] Belt Lane Splitters (1.2)

Maybe somone who can maintain the mod should maintain it and make the new thread, corretto :P
by Damrus
Sun Dec 07, 2014 7:45 pm
Forum: Mods
Topic: [MOD 0.11.X] TimeButtons
Replies: 8
Views: 8605

Re: [MOD 0.11.X] TimeButtons

Bit harsh there, darius, since you were MIA for almost 3 months when he made the thread. (and longer than that since you posted in your own mod's thread) But other than the lack of tact, sounds like a reasonable request, since the author has voiced his objections. For perspective, I've been using y...

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