Search found 40 matches

by Xagros
Sat May 19, 2018 3:19 pm
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 9576

Re: [MOD 0.16]Xagros's mods

Hi there, Thanks for your work! Just wanted to share with you an addition to your bobsDeadlockStackCrate by adding the Kao extended (formerly Bob's extended by Momosundeass - https://mods.factorio.com/mod/KaoExtended) I added the stacked version of everything used during a Bob play. Missing a coupl...
by Xagros
Thu May 10, 2018 11:48 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 214235

Deadlock's Stacking & Crating for Bob's materials (Beta)

Hi!, bro. Can you add my mod to the third party add-ons list? My mod supports Angel, AAI and Bob mods.

More bobs!
by Xagros
Thu May 10, 2018 10:38 am
Forum: Angels Mods
Topic: Addon mod for deadlock stacking/crating - alpha version
Replies: 17
Views: 13003

Re: Addon mod for deadlock stacking/crating - alpha version

Deadlock's Stacking & Crating for Bob's materials (Beta)
I also did something similar in my mod. I would like to have a conversation with you if we have something to improve. :)

More bobs!
by Xagros
Wed Apr 04, 2018 7:24 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 214235

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Mod list and versions, please. And please describe the problem. I can see the icon is wrong. Is that all? I don't read minds. Sorry. My explanation was unkind. If you use AAI Industry and Bob together, an error occurs. Using AAI and Bob together causes the compact loader will error out. The recipe ...
by Xagros
Wed Apr 04, 2018 6:48 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 214235

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Hello! :) I found a problem with the yellow compact loader.
by Xagros
Thu Mar 29, 2018 3:28 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 214235

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I'm trying to contact you with some errors. 1) The white belt of Bob mod does not change the design. 2) When changing the belt style option, ShinyBob_Graphics mod does not work. 3) When used with ShinyBob_Graphics and ShinyBob_Icons, colors of the 4th and 5th tier are not reversed. And I fixed the p...
by Xagros
Thu Mar 29, 2018 2:14 am
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 9576

[MOD 0.16]Xagros's mods

Xagros's mods 1. More bobs! 2. Xagros's First Aid Kit 3. Others ------ I am recruiting team members for the mod production. I plan to make the Playable biter mod on a line that does not destroy the essence of the game. The player will be the head of the biters and have them build the base to purify...
by Xagros
Mon Mar 05, 2018 6:52 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 132383

Re: [MOD 0.16.x] ShinyBob_0.16.x

Hi,qjm123. I find position error. [ShinyBob_Menus 0.16.5]
Even when I only use the Bob mod, the locomotive position is same strange.

And do you plan to arrange locations for stone plate in the AAI Industry mod and wooden wheels in the Rubber Belts mod?
by Xagros
Wed Nov 22, 2017 6:23 am
Forum: Mods
Topic: [Mod 1.1] Factorio Bitumen 3.1.1
Replies: 136
Views: 91918

Re: [Mod 0.15.37] Factorio DrugLab

URL checked Where can I check the original text? After reading it, I fixed only the awkward part. λ§ˆμ•½μ—°κ΅¬μ†Œ μ½”μΉ΄ λ‚˜λ¬΄λ₯Ό μž¬λ°°ν•˜μ—¬ μ •κΈ€ 속 λΆˆλ²• 코카인 μ—°κ΅¬μ†Œλ₯Ό λ§Œλ“€κ³  μ‹Άλ‹€λŠ” 생각을 ν•˜μ‹ μ μ΄ μžˆμŠ΅λ‹ˆκΉŒ? λŒ€κ·œλͺ¨μ˜ λ§ˆμ•½ 생산 μ‹œμ„€ 건좕에 λŒ€ν•œ 열망을 가지신적이 μžˆμŠ΅λ‹ˆκΉŒ? μ•„λ‹ˆλ©΄ 이 λ‘˜ λ‹€ μ›ν•˜μ‹ μ μ΄ μžˆμŠ΅λ‹ˆκΉŒ? 이 쀑에 ν•΄λ‹Ήλ˜μ‹ λ‹€λ©΄ νŒ©ν† λ¦¬μ˜€ λ§ˆμ•½μ—°κ΅¬μ†ŒλŠ” λ‹Ήμ‹ μ—κ²Œ λ‹€μ–‘ν•œ μ’…λ₯˜μ˜ 식물 재배 및 ν™”ν•™ 물질 생산뢀터 μ•½λ¬Ό 및 기타 μ œν’ˆμ˜ μ‚°μ—… μƒμ‚°κΉŒμ§€μ˜ λ‹€μ–‘ν•œ 컨텐츠...
by Xagros
Sun Nov 05, 2017 3:12 pm
Forum: Mods
Topic: [Mod 1.1] Factorio Bitumen 3.1.1
Replies: 136
Views: 91918

Re: [Mod 0.15.34] Factorio DrugLab

Very good :D
Please make a list of contributors :)
by Xagros
Wed Nov 01, 2017 10:57 pm
Forum: Mods
Topic: [Mod 1.1] Factorio Bitumen 3.1.1
Replies: 136
Views: 91918

Re: [Mod 0.15.34] Factorio DrugLab

Image

Download Font

It is a free font that is also commercially available. It seems to be much better to use this.
by Xagros
Wed Nov 01, 2017 4:53 pm
Forum: Mods
Topic: [Mod 1.1] Factorio Bitumen 3.1.1
Replies: 136
Views: 91918

Re: [Mod 0.15.34] Factorio DrugLab

μ•½λ¬Ό μ‹€ν—˜μ‹€ (X) μ•½λ¬Ό μ‹€ν—˜μ‹€ speaks of a small experimental space.

λ§ˆμ•½ μ—°κ΅¬μ†Œ (O) To represent a factory-based laboratory, λ§ˆμ•½ μ—°κ΅¬μ†Œ is right.
by Xagros
Tue Oct 31, 2017 7:51 am
Forum: Mods
Topic: [Mod 1.1] Factorio Bitumen 3.1.1
Replies: 136
Views: 91918

I have left the translation draft

Hello again, Shenpen. I have left the translation draft. It's a draft, but it's great. I decided to provide you with my translation include in your mod. I'll provide drugfurnace and Factorio DrugLab translation. You can request additional information at any time. Put in your mod/locale/ko/ Factorio ...
by Xagros
Thu Oct 26, 2017 5:54 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66206

Wear and Tear: Compatible with Mini Machines Mod

Hello! I'm Xagros It is compatible if you declare it in dependencies. info.json { "name": "WearAndTear", "version": "1.4.3", "factorio_version": "0.15", "title": "Wear and Tear", "author": "withers", ...
by Xagros
Tue Oct 24, 2017 9:51 am
Forum: Maps and Scenarios
Topic: Market Scenario
Replies: 1
Views: 4906

Re: Market Scenario

control.lua require "market" --sell list declaration shops.offers1 = {} shops.offers2 = {} shops.offers3 = {} shops.offers4 = {} --markets lis(You must specify tags.) for _, item in ipairs(shops.fishhut_items) do shops.offers1[#shops.offers1 + 1] = tightspot_make_offer(item) end for _, it...
by Xagros
Sat Oct 21, 2017 6:43 am
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24970

Re: Friday Facts #213 - The little things 2

It is too inconvenient to modify the map using the map editor. Especially if the mods are included, there are problems in updating the information when the mods are changed. (For example, a recipe that requires research can be done without research.) I would like the map editor to have the option to...
by Xagros
Wed Sep 06, 2017 8:28 am
Forum: Modding help
Topic: scenarios making Help: script.on_init
Replies: 2
Views: 1764

Re: scenarios making Help: script.on_init

Those scenarios use a custom scripted event handler to handle events and registering/remove scripts using script. will break it. replace your script.on_init() with Event.register(Event.core_events.init, function() tightspot_init(shops) end) Perfect working! It worked perfectly. Thank you very much....
by Xagros
Tue Sep 05, 2017 5:28 am
Forum: Modding help
Topic: scenarios making Help: script.on_init
Replies: 2
Views: 1764

scenarios making Help: script.on_init

I'm working on a multiplayer campaign. I tried to market on script.on_init. but autofill, autodeconstruct and some require lua don't work with script.on_init. Somebody please help me. control.lua require "util" require "locale/utils/event" require "config" require "...

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