Search found 51 matches
- 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...
- 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?
- 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...
- 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...
- 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 : ]
Thank you : ]
- 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!
- 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!
Dytechs rubber trees for example?
Or treefarms alien tree addon?
Thanks for the mod btw!
- 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...
- 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...
- 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...
- 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
Checked. but removing a roboport still prompts an error.Outsider wrote:Damrus wrote:Outsider wrote:The latest release 0.2.4 should fix both issues, can you please confirm?Damrus wrote: snip
http://imgur.com/sMP913K
_ _ advanced-logistics-system_ _/control.lua.510: LuaEntity API call when LuaEntity was invalid.
- 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...
- 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...
- Thu Aug 06, 2015 2:35 pm
- Forum: Mods
- Topic: [0.12.1+] N.Tech-Chemistry
- Replies: 2
- Views: 6076
- 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)
- 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...
- 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).
- 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).
I'm not sure but atleast one of my mods makes it happen in MP. (I thought it was standerd).
- 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
- 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...