Search found 831 matches

by drs9999
Tue Dec 16, 2014 9:34 am
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 14961

Re: Modpacks - doing it right

I totally agree with Freakachu(*). I don't have any problem whatsoever if my mod(s) is(are) included in any modpack. What's pissing me off is that they just took it without asking. (And as a sidnote that is also the reason why I want my mod removed from the packs) (*) as long as we are talking about...
by drs9999
Tue Dec 16, 2014 9:23 am
Forum: Mods
Topic: Smart Modpack [0.11.5] MP Compatible
Replies: 56
Views: 29664

Re: Smart Modpack [0.11.5] MP Compatible

Please remove my mod from the list
by drs9999
Tue Dec 16, 2014 9:22 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 54639

Re: [0.11.x] tno Modpack V2.7

Please remove my mod from the list
by drs9999
Tue Dec 16, 2014 9:03 am
Forum: General discussion
Topic: Modpacks - doing it right
Replies: 40
Views: 14961

Re: Modpacks - doing it right

First of I don't like (the not even started) discussion, not because the discussion itself, but because there is a need for it. I didn't saw a need for modpacks in the past, however the community grows (especially after MP-release) and so does the modding community, so I agree modpacks are basically...
by drs9999
Mon Dec 15, 2014 6:23 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.6] Treefarm v1.2.6

Pretty weird though. I was able to reproduce it, but only in your save-game. I also tested some other savegames which use a lot older mod-version and it works fine. Unfortunaly I have no clue why it isn't working in this particular save. BUT there is one thing you can do, deactivate the mod (,restar...
by drs9999
Sun Dec 14, 2014 5:14 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.6] Treefarm v1.2.6

Could you please upload the savegame?

Also did I understand it correctly that the fields don't work in both version (1.2.4 & 1.2.6)after loading?
Was the game started with the mod or was the mod later added? Both should work fine but at least I would have a starting point where I can look.
by drs9999
Sun Dec 14, 2014 8:26 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187547

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

L0771 wrote: I finished v0.0.13 last night but i'll post when drs9999 published his update ;)
Done ;)
by drs9999
Sun Dec 14, 2014 8:25 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.6] Treefarm v1.2.6

Just uploaded a new version.

Note: If you don't play with "Cursed Exp" (https://forums.factorio.com/forum/vie ... =14&t=7189) then there is no need to update
by drs9999
Sat Dec 13, 2014 8:22 am
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69500

Re: Friday Facts #63 The plans

Well we have natives, train cars, walls, and furnaces. I am sure the right Austrian could use these devices to prepare the world for human colonization. That's dark, man... Not only is that rather racist and insensitive, I don't even understand how you managed to associate Factorio with Nazi German...
by drs9999
Sat Dec 13, 2014 6:33 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187547

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

Ok, thanks you, with this name (readData)? I implement this for my next update Code: Select all if (remote.interfaces.treefarm) and (remote.interfaces.treefarm.readData) then ... end I call it on oninit and a option check in options. And with this i can give a % of exp if state is > 1. It this opti...
by drs9999
Fri Dec 12, 2014 11:11 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187547

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

Ah ok, got it. I haven't tested it, but I doubt that calling interfaces frequently is a good idea performance-wise. However what I could do is adding an interface that returns the complete seedTypes-table. You could call it just once a game is started or loaded and parse the table for the needed inf...
by drs9999
Fri Dec 12, 2014 8:51 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 187547

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

ah, thought it was specifically a treefarm problem. :oops: Well, can still go with my explicit check, just expanded to these new types. Still sloppy, i know. Consider this another weight on my 'time to fully learn Lua' scale. :| Is my problem by use the treefarm :roll: Is lua used in "real lif...
by drs9999
Wed Dec 10, 2014 11:16 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.5] Treefarm v1.2.5

DraLUSAD wrote:Here is my custom Godmode Map, and a survival one
Sorry but I works fine for me. However I only tested it with Factorio 0.11.5. Maybe it was a Factoriobug that was fixed in the meantime?!

Anyway also uploaded a new version that includes some minor changes.
by drs9999
Wed Dec 10, 2014 11:09 am
Forum: Questions, reviews and ratings
Topic: [TREEFARM - ADDON] Caffein v0.4.0
Replies: 15
Views: 32200

Re: [TREEFARM - ADDON] Caffein v0.2.2

Just uploaded a fixed version.
Important!!! You also have to download the newest version of treefarm mod (1.2.5)
by drs9999
Thu Dec 04, 2014 12:06 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.3] Treefarm v1.2.4

Rseding91 wrote:That looks to be an actual game bug (which you should report in the bug reports section). A mod should never be able to crash the game to desktop.
I second what Rseding said, other than that, could you upload or send me the scenario,pls?
by drs9999
Wed Dec 03, 2014 8:15 pm
Forum: Questions, reviews and ratings
Topic: adding tree farm in existing daytech save
Replies: 6
Views: 16145

Re: adding tree farm in existing daytech save

I don't know which dytech version is the correct one, but for Factorio 0.11.1 you'll need Treefarm 1.2.3 (or 1.2.4 for Factorio 0.11.3+)
by drs9999
Wed Dec 03, 2014 7:13 pm
Forum: Questions, reviews and ratings
Topic: adding tree farm in existing daytech save
Replies: 6
Views: 16145

Re: adding tree farm in existing daytech save

They were there for sooo long, I don't have the heart to remove them...

But yes, you are right I really should remove them ;)
by drs9999
Wed Dec 03, 2014 4:49 pm
Forum: Questions, reviews and ratings
Topic: adding tree farm in existing daytech save
Replies: 6
Views: 16145

Re: adding tree farm in existing daytech save

Are you sure that you are using the latest (or appropriate) mod-version?
by drs9999
Wed Dec 03, 2014 3:11 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.3] Treefarm v1.2.4

Hmm, actually I don't know then... It works fine for me.
Are you using the latest mod-version, too?
by drs9999
Wed Dec 03, 2014 8:58 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328902

Re: [MOD 0.11.3] Treefarm v1.2.4

There is a bug with your mod you might want to look into, unless its me, when ever you play in godmode (you know, free roaming with no character) and you mine/pick up something (like a chest) game will crash Nope, thats not a bug in the mod. However there was a factorio bug in version 0.11.0 - 0.11...

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