Search found 40 matches
- 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...
- 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!
More bobs!
- 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!
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!
- 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 ...
- 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.
- 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...
- 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...
- 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?
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?
- 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§μ½μ°κ΅¬μ μ½μΉ΄ λ무λ₯Ό μ¬λ°°νμ¬ μ κΈ μ λΆλ² μ½μΉ΄μΈ μ°κ΅¬μλ₯Ό λ§λ€κ³ μΆλ€λ μκ°μ νμ μ μ΄ μμ΅λκΉ? λκ·λͺ¨μ λ§μ½ μμ° μμ€ κ±΄μΆμ λν μ΄λ§μ κ°μ§μ μ μ΄ μμ΅λκΉ? μλλ©΄ μ΄ λ λ€ μνμ μ μ΄ μμ΅λκΉ? μ΄ μ€μ ν΄λΉλμ λ€λ©΄ ν©ν λ¦¬μ€ λ§μ½μ°κ΅¬μλ λΉμ μκ² λ€μν μ’
λ₯μ μλ¬Ό μ¬λ°° λ° νν λ¬Όμ§ μμ°λΆν° μ½λ¬Ό λ° κΈ°ν μ νμ μ°μ
μμ°κΉμ§μ λ€μν 컨ν
μΈ ...
- 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
Please make a list of contributors
Please make a list of contributors
- 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
Download Font
It is a free font that is also commercially available. It seems to be much better to use this.
- 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
μ½λ¬Ό μ€νμ€ (X) μ½λ¬Ό μ€νμ€ speaks of a small experimental space.
λ§μ½ μ°κ΅¬μ (O) To represent a factory-based laboratory, λ§μ½ μ°κ΅¬μ is right.
λ§μ½ μ°κ΅¬μ (O) To represent a factory-based laboratory, λ§μ½ μ°κ΅¬μ is right.
- 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 ...
- 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", ...
- 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...
- Tue Oct 24, 2017 9:34 am
- Forum: Mods
- Topic: [MOD 0.18.x] Exoskeleton Mark II
- Replies: 10
- Views: 6084
- 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...
- Mon Oct 09, 2017 2:39 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Exoskeleton Mark II
- Replies: 10
- Views: 6084
- 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....
- 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 "...