Search found 71 matches

by Kexík
Sun Dec 14, 2014 3:56 pm
Forum: Modding help
Topic: Enegry requierement and info layer
Replies: 11
Views: 3767

Re: Enegry requierement and info layer

As i said it work only if you dont wanna entity do anything, i tried electric, but there is problem that electric have icon when its not connected to grid that doesnt disapear, i will more tests and soon release my io-pipe to the mod if it will not crash in any situation i try, maybe i missed someth...
by Kexík
Sun Dec 14, 2014 11:46 am
Forum: Modding help
Topic: Enegry requierement and info layer
Replies: 11
Views: 3767

Re: Enegry requierement and info layer

1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating item that is inserter type with invisible textures that creates my entity If your entity manipule fluids you need a pipe, can see here . If manipule items is like a sppliter, see...
by Kexík
Sat Dec 13, 2014 12:05 pm
Forum: Modding help
Topic: Enegry requierement and info layer
Replies: 11
Views: 3767

Re: Enegry requierement and info layer

So burning type working with this energy_source i dont get no fuel icon THX very much energy_source = { type = "burner", effectivity = 100, fuel_inventory_size = 0, }, EDIT: Its not without any more modifications i had left some code that set inserter variable active to false after creatio...
by Kexík
Sat Dec 13, 2014 11:35 am
Forum: Modding help
Topic: Enegry requierement and info layer
Replies: 11
Views: 3767

Re: Enegry requierement and info layer

I will try them but they have power requirement icon too, but maybe i would be able to add them one wood at create. Thanks
by Kexík
Fri Dec 12, 2014 9:13 pm
Forum: Modding help
Topic: Enegry requierement and info layer
Replies: 11
Views: 3767

Enegry requierement and info layer

Hi i have question about info layer (i hope thats name for ALT layer where are arrows for inserters etc.) Is posible change this layer for entity? Two examples i wanna achieve. 1. I wanna add arrow (like inserter one) to my entity (one way pipe), is there any option of doing that besides creating it...
by Kexík
Fri Dec 12, 2014 12:20 am
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46481

Re: [MOD 0.11.5+] AlphaMod

Thanks Not that I want to discourage you, it's always good to learn, just know that most missing wire stuff in vanilla is more or less covered by my smart circuit systems mod. You're completely welcome to view (or steal) some of the code there, it has some nice and nasty workarounds (especially back...
by Kexík
Fri Dec 12, 2014 12:06 am
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46481

Re: [MOD 0.11.5+] AlphaMod

Cool Mod :mrgreen: It was a Wish mod for me :) Maybe you can do it like this Click And maybe you can do a Mod Like this , if its Possible for you Click or Click if its not to hard , sorry but i dont know much about Modding in Factorio But Awesome Mod , great :mrgreen: Thanks :) I will look what can...
by Kexík
Thu Dec 11, 2014 9:26 pm
Forum: Mods
Topic: [MOD 0.11.X] AlphaMod - Advanced Fluid Handling
Replies: 62
Views: 46481

[MOD 0.11.X] AlphaMod - Advanced Fluid Handling

I am currently doing liquid handling part of my mod, so if you have any suggestions what else could be cool to do, feel free to ask for it :] Github with source https://github.com/Kioshi/Factorio-Alphamod Download https://github.com/Kioshi/Factorio-Alphamod/archive/master.zip Current Version : 0.1....
by Kexík
Mon Dec 08, 2014 10:01 pm
Forum: Pending
Topic: [0.11.3] Cyclic desync in Multiplayer
Replies: 7
Views: 9973

Re: [0.11.3] Cyclic desync in Multiplayer

Quick update we havent been able to connect all (after we finnale solved mystery when two people never saw eachother on tunngle so they could not played togeather T-T) probably because https://forums.factorio.com/forum/viewtopic.php?f=7&t=7107 , so we didnt played For system spec we all have win...
by Kexík
Thu Dec 04, 2014 5:23 pm
Forum: Pending
Topic: [0.11.3] Cyclic desync in Multiplayer
Replies: 7
Views: 9973

Re: [0.11.3] Cyclic desync in Multiplayer

We are planning to continue tonight so i will update if it will happen again.
by Kexík
Thu Dec 04, 2014 4:40 pm
Forum: Pending
Topic: [0.11.3] Cyclic desync in Multiplayer
Replies: 7
Views: 9973

[0.11.3] Cyclic desync in Multiplayer

Description: Hello, we discovered that robots (both logistic and construction) sometimes cause cyclic desynch and only way how to stop it is, stop robots doing what they do in short time after download. Two examples: 1) We was two and friend came to look how i was (as host) building mine. When he c...

Go to advanced search