Search found 71 matches
- 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...
- 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...
- 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...
- 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
- 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...
- 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...
- 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...
- 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....
- 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...
- 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.
- 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...