Capsules don't, but vanilla rockets do, so I don't see a reason to requiere (another) expensive component as ingriedent, besides the rocket.XyLe wrote: Poison/slowdown capsules are not homing by default in vanilla game. They take green circuits to be made.
Search found 831 matches
- Tue Mar 31, 2015 11:17 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
- Tue Mar 31, 2015 9:36 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
Thx for your feedback Xyle! There will be a small update in the following days (not sure when, but definetly before saturday) that will address some of your points. Can anyone me help ? I have no resin at in my new game. Trees dont drop this. Rubber- (and Sulfur-) trees are from dytech. You can craf...
- Tue Mar 31, 2015 8:58 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 92840
Re: Bug Reports
When removing a Treefarm MK1 there is a chance of getting the following notice: Error while running the event handler: __Treefarm-Lite__/control.lua:420: LuaEntity API call when LuaEntity was invalid. and then get thrown to the main menu... I've tried removing seeds, wood and trees from them before...
- Tue Mar 31, 2015 8:49 am
- Forum: Questions, reviews and ratings
- Topic: How do i plant rubber and sulfur wood?
- Replies: 9
- Views: 21802
Re: How do i plant rubber and sulfur wood?
Hi all, i'm having a problem with your tree farm mod... i can get the normal wood working just fine, but when i put both rubber or sulfur seeds on the "fuel" thing on the field, it does nothing. I can't get it to work... What am i missing here? Thanks. I just tested it and can't reproduce...
- Sun Mar 08, 2015 4:08 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
About F-mod trees. As I was looking at them, they are not considered trees by the game. Maybe you could look into DyTech or Coffee(small add-on for treefarm) files, there are working examples. In F mod 2.0.0, the trees are trees. And if you say it, I'll use them. :D Yes. that's what I would suggest...
- Wed Feb 25, 2015 5:07 pm
- Forum: Mods
- Topic: [0.11.x] Power-Switch-Mod v0.2.0
- Replies: 31
- Views: 35441
Re: [0.11.x] Power-Switch-Mod v0.2.0
Actually I wouldn't bother if anyone wants to take it over.
- Wed Feb 25, 2015 7:22 am
- Forum: Implemented mod requests
- Topic: Way to hide recipies from main inventory
- Replies: 5
- Views: 7297
Re: Way to hide recipies from main inventory
Your guess/ suggestion was pretty close
The keyword isn't "hide", but "hidden" and you don't have to use it in a category-prototype, but in the recipe-prototype(s) instead.
The keyword isn't "hide", but "hidden" and you don't have to use it in a category-prototype, but in the recipe-prototype(s) instead.
- Sat Feb 14, 2015 8:19 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
If you mean v1.2.7 with older one then this is known and was intended.delfiler wrote:oh the newest version doesn't work with the older one cause everything that was already build was removed
As long as it doesn't hurt the license, I'm ok with it.delfiler wrote:and can i add your mod to a modpack?
- Wed Feb 11, 2015 7:44 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
Nope, nothing new is planned for the near future.
- Tue Feb 10, 2015 11:22 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 92840
Re: Bug Reports
Yes, it's fixed in the new versions. I already wrote it in the main-thread, but I guess it wouldn't hurt to write it here again: The new versions (0.1.3) are savegame-compatible, although I noticed that if your old fields contain wood in their output-slots inserters wont start to insert fertilizer i...
- Tue Feb 10, 2015 3:42 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 121123
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Displaying the Coords seems legit.
- Tue Feb 10, 2015 3:29 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
That would be great!delfiler wrote:sorry if this is the wrong spot to do it but if you need a translator to dutch (holland) i can do it for you
- Mon Feb 09, 2015 8:01 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 121123
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Hello, Is it posibly to find the position of a monitored resource? It's not possible atm, but how do you mean it, exactly? Like if you forgot where ore-monitor "foo" was, you can click a button and it will highlight the ore-patch? I'm curious of the multiplayer issues with this; is it tha...
- Mon Feb 09, 2015 7:34 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 92840
Re: Bug Reports
Thanks for the feedback! Fertilizer doesn't seem to have any effect nor can it be inserted manually into Treefarm MK1s. Our setup is exactly like in the screenshot with both germlings and fertilizer leading to the box. That was actually a bug and I just uploaded new versions which fix the error. Rel...
- Mon Feb 09, 2015 7:25 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13+] Treefarm REDUX
Just uploaded quick bugfix release for both TF-Lite & TF-AC. There was a bug in TF-AC that it wasn't possible to use fertilizer in fields-mk1. And because of this I didn't noticed an error in TF-Lite, so I had to update it as well. I also included unkrainian & russian translation from Vitduo...
- Sun Feb 01, 2015 9:28 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13] Treefarm REDUX
First I missed that one: you don't have to supply it with fuel, I know that this is possible, although it's not intended. i thought the gremlings were fuel. o_O supply the field with gremilings and the "out of fuel" sign goes away. Technically speaking yes,they are a fuel, but they aren't ...
- Sat Jan 31, 2015 10:17 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13] Treefarm REDUX
And here comes the new update. Just uploaded Treefarm-AC v0.1.2. In short it's a balancing update. First I reworked the coal-production-chain. The new item-ratio for the process is as follows: wood : charcoal : coal : coke 20 : 18 : 3,6 : 3,6. Fuel-values weren't touched. That means it won't make se...
- Sat Jan 31, 2015 12:34 pm
- Forum: Maps and Scenarios
- Topic: Help with scenario & lua script
- Replies: 7
- Views: 14706
Re: Help with scenario & lua script
Is it possible for a script to create a file and write data in it ? It seems the io lib isn't there.. I'd like to export a list of entitits & their coordinates to a file so i could read it from another map, let's say I would like to create a script (actually 2) that "copy-paste"a set ...
- Sat Jan 31, 2015 9:31 am
- Forum: Ideas and Suggestions
- Topic: Alphabetic letter production
- Replies: 5
- Views: 4001
Re: Alphabetic letter production
Also there is already this:
https://forums.factorio.com/forum/vie ... =14&t=7733
https://forums.factorio.com/forum/vie ... =14&t=7733
- Sat Jan 31, 2015 9:26 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 328846
Re: [MOD 0.11.13] Treefarm REDUX
Yeah, sorry about that, I haven't had time to update the howTo map, but I hope to get it done soon... (If you're really curious about it you can use the old treefarm version (1.2.7) in connection with the map, the mod versions don't differ that much currently) I've figured out how to extract wood fr...