Search found 115 matches
- Sun Nov 01, 2015 3:32 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Anyone else having an issue where you have a couple of networks and after renaming them and playing for a while, they get all messed up and and the names get swapped around? Sorry if this has already been reported, haven't found anything about it after skimming through the last couple of pages. I'm...
- Sun Nov 01, 2015 3:26 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
I did an update for Factorio 0.12.12 or higher. Sorry if I'm stepping on your toes Outsider :) It's also on github for you. Not sure if I did that right though. Not stepping on any toes, really appreciate it since i have been busy with work, i will have a look and test and if all is good i'll merge...
- Sun Oct 18, 2015 3:25 am
- Forum: Modding help
- Topic: Gui help
- Replies: 4
- Views: 5838
Re: Gui help
Ok, I've been doing some tinkering, and these are the issues I still have now: http://i.imgur.com/u4y6L8J.jpg 1) some icons are too wide. For some reason icons that don't fill the full 64x64 icon get scaled and I can't stop that. 2) Explosives and rocketry are on the same line, I don't want that. A...
- Sat Oct 17, 2015 6:24 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Robotic Combinators
- Replies: 55
- Views: 40604
Re: [MOD 0.12.5+] Robotic Combinators
just do a search and replace for "game.on" to "script.on" also comment out the on_save event call since its no longer a valid event.waduk wrote:0.12.11 broke this mod.
Update ?
- Sat Oct 17, 2015 6:22 pm
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 35004
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
Any chance for requests? Trying to update AutoFill until there is an official one and I'm failing at what is actually causing the error. https://forums.factorio.com/forum/viewtopic.php?f=92&t=1612 I already did the game.on -> script.on. The mod has a function (initMod) in both on_init and on_lo...
- Sat Oct 17, 2015 6:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225786
Re: [MOD 0.12.x] Autofill
try using the modified version i just posted above.branetown wrote:Maybe someone can help me figure out this error?
Fresh install,
Bob's mods
Autofill 1.3.7
I must be missing something.....
Edit: Removed screenshot to save page-length- thank you!
- Sat Oct 17, 2015 4:47 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225786
Re: [MOD 0.12.x] Autofill
I have a modified version with a fix for 0.12.11 that i have been using until an official update comes around.. didn't bother bumping the version. BTW realized this probably won't work for people using the mod for the first time, in this case you probably need to remove the initMod() function call f...
- Sat Oct 17, 2015 1:03 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8
Version 0.2.8 Uploaded, this one is an update for Factorio 0.12.11 and also some minor bug fixes.
Changelog
0.2.8
Changelog
0.2.8
- Updated the mod for factorio 0.12.11
- Added entity.valid checks to disconnected chests functions
- Fixed a bug within the networks view
- Sat Oct 17, 2015 12:58 am
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50601
Re: Friday Facts #108 - Unexpected Features
The blueprints book looks awesome, good stuff!
- Fri Oct 16, 2015 9:04 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 46540
Re: Version 0.12.11
I know there were some errors with the updater, and Cube said it will work properly from 0.12.11 again, so yes, it is possible that you might need to redownload manually. Thanks, not sure what's going on but i'm getting a 404 on the download link https://www.factorio.com/get-download/0.12.11/alpha/...
- Fri Oct 16, 2015 8:44 pm
- Forum: Mods
- Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
- Replies: 29
- Views: 35004
Re: [Mod Compilation 0.12.11+]Unofficially updated mods
That was quick, i think FARL has already been officially updated tho, now you just need to do my mod because the game isn't updating for me and i'm too lazy to download it
- Fri Oct 16, 2015 8:40 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 46540
Re: Version 0.12.11
For some reason i'm not getting the automated update prompt, tried restarting several times and still doesn't show up, do we have to redownload for this release?
- Fri Oct 16, 2015 8:36 pm
- Forum: Modding help
- Topic: Gui help
- Replies: 4
- Views: 5838
Re: Gui help
Well i don't know about creating a tutorial, but i'd gladly help with any specific questions you have.
All in all looking at other mod's code and how they have implemented their GUIs should help alot..
All in all looking at other mod's code and how they have implemented their GUIs should help alot..
- Fri Oct 16, 2015 8:28 pm
- Forum: Modding help
- Topic: Multiplayer Compatible Help
- Replies: 4
- Views: 4871
Re: Multiplayer Compatible Help
Outlander, Thanks for your input. For the Enemies Mod, Let's say I want to cycle through the players and attack them all when a spawner is killed, would I do it this way: if event.entity.type == "unit-spawner" then for i = 1, #game.players, 1 do player = game.players[i] player.surface.set...
- Fri Oct 16, 2015 8:02 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.5+] Advanced Logistics System
Hi, I get this error and press ok and I get the game. Thank you. http://screenshot.sh/m1SxD6GrmQ2oM http://screenshot.sh/m1SxD6GrmQ2oM haven't been able to replicate this, when does it happen? when you try to view more info on a specific network? i could nest my "if" statements around tha...
- Fri Oct 16, 2015 8:00 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.5+] Advanced Logistics System
I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6. First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port) http://s19.postimg.org/nm00c8utv/Crash_1.png The second crash happens when I use my Artifact colle...
- Wed Oct 14, 2015 3:05 pm
- Forum: Modding help
- Topic: Multiplayer Compatible Help
- Replies: 4
- Views: 4871
Re: Multiplayer Compatible Help
You need to change all references to game.player, to a specific player object.. there are several ways to do that depending on where and how your functions are called. Generally speaking if you are initializing any conflagration options specific to players you'd loop the game.players, you usually ha...
- Wed Oct 14, 2015 2:40 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.5+] Advanced Logistics System
Hi, thanks for the mod, any option or way to modify the browser to look in another language and not only in English? Thank you Yes there is a way but it involves some translation on your end, the mod comes with a locale file that can be found under "locale/en/en.cfg" you need to duplicate...
- Mon Oct 12, 2015 11:06 pm
- Forum: Combinator Creations
- Topic: Measuring liquid/item flow
- Replies: 1
- Views: 7903
Re: Measuring liquid/item flow
This looks awesome! thanks for the blueprints
- Mon Oct 12, 2015 10:59 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 202350
Re: [MOD 0.12.5+] Advanced Logistics System
I was playing with version 0.2.6, so have not tested with 0.2.7 yet, but I got the below two crashes with 0.2.6. First crash, just placing a robo-port. (Plying with Bob's, but this was a vanilla port) http://s19.postimg.org/nm00c8utv/Crash_1.png The second crash happens when I use my Artifact colle...