If you're parked over them, I don't think so, but they shouldn't take items out of it mid-flight.Speadge wrote:is there any chance to prevent inserters from using the inventory when u fly over them?
Search found 259 matches
- Fri Oct 28, 2016 12:08 am
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.14] Aircraft (1.1.4) New Planes!
- Tue Oct 18, 2016 1:23 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!
I do have one question though -- why choose the afterburner over the exoskeleton legs? The afterburner has a consumption of 350kW and a movement bonus of 0.30, and the legs have a consumption of 200kW and a movement bonus of 0.3. Plus, you get the mental image of an eight-legged flying fortress bea...
- Mon Sep 26, 2016 12:58 am
- Forum: Mods
- Topic: [MOD 0.15] Barbed-Wire
- Replies: 5
- Views: 4770
Re: [MOD 0.14] Barbed-Wire
I believe using the wall prototype for the barbed wires would allow you to have them link together, so that the graphics can link. I think it'd make this mod look a lot cooler, but it would be quite demanding from the graphics point of view.
- Tue Sep 06, 2016 12:29 am
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.4) New Planes!
1.1.4 released!
- Fixed equipment disappearing when aircraft were mined (Thanks Adil)
- Fixed Flying Fortress/Gunship recipe mismatch.
- Added/Modified a LOT of code commenting, mostly for organizational reasons.
- Fixed equipment disappearing when aircraft were mined (Thanks Adil)
- Fixed Flying Fortress/Gunship recipe mismatch.
- Added/Modified a LOT of code commenting, mostly for organizational reasons.
- Tue Sep 06, 2016 12:16 am
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!
Oh my god, I feel so stupid right now. I was changing the category on the equipment, not the planes.
- Mon Sep 05, 2016 1:05 am
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!
I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something? Are you sure? The newly built planes surely work for me. There's also related issue with liftoff, when you place plane in invalid location and get item back. I've yet to fix that on...
- Sat Sep 03, 2016 11:32 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!
1.1.3 released! - Added bob's mods support, some of the planes will now require bob's plates to build! (ex. Flying Fortress now requires 2,000 Invar plates to build). - Shadowless spritesheets bundled in the main mod now, will only be used by the Liftoff mod - Changed Flying Fortress recipe to requ...
- Sat Sep 03, 2016 10:02 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!
I changed the items to item-with-entity-data, and they still get lost when mining the planes. Am I missing something?Adil wrote:You should change the items to haveinstead of type="item", otherwise the equipment gets lost when you mine the plane.Code: Select all
type = "item-with-entity-data"
- Sat Sep 03, 2016 7:53 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124692
Re: [0.13.18|0.14.1] Aircraft (1.1.3) New Planes!
Oh, I didn't even know that was a thing! Will be fixed alongside a couple other things for 1.1.4Adil wrote:You should change the items to haveinstead of type="item", otherwise the equipment gets lost when you mine the plane.Code: Select all
type = "item-with-entity-data"
- Fri Sep 02, 2016 11:44 pm
- Forum: Modding help
- Topic: Updating mods to .14
- Replies: 2
- Views: 1341
Re: Updating mods to .14
If they're from 0.13, you should be able to just change "factorio_version":"0.13", to "0.14", and most mods should load fine.
If they're from before 0.13, you'll have to add the line in yourself.
If they're from before 0.13, you'll have to add the line in yourself.
- Thu Sep 01, 2016 10:30 pm
- Forum: General discussion
- Topic: Belt of Death
- Replies: 9
- Views: 4332
Re: Belt of Death
It's just for a little fun. Who doesn't like dickin around every now and then?JCav wrote:Personally I fail to see the humor in deliberate griefing of other players, AFK or not, and the subsequent waste of resources and time to reconstruct the items they had before death.
- Thu Sep 01, 2016 8:40 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320134
Re: [MOD 0.14] Orbital Ion Cannon 1.4.4
I should be a crosshair-looking icon in the combat section, above the armor or near it.Okeanos wrote:Maybe its just me but im unable to find the targeting device in the new version?
- Wed Aug 31, 2016 3:31 pm
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 14195
Re: [0.14.1] SlowMo - Slower Stuff! 0.1.0
Wow, that's quick! Definitely not the 1-2 days advertised in the moving instructions postKajanor wrote:Moved from 0.11 mods on request.
- Wed Aug 31, 2016 3:25 pm
- Forum: Mods
- Topic: [0.14.22] SlowMo - Slower Stuff! 0.1.1
- Replies: 22
- Views: 14195
Re: [0.14.1] SlowMo - Slower Stuff! 0.1.0
Man, I forgot about this mod! I've just updated it to 0.14, even though it's been a while.
- Wed Aug 31, 2016 12:56 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370713
Re: [0.12.x][v0.12.8] Bob's Ore Mod.
I sometimes skip out on RSO, plz don't burn me at the stakeSzentigrade wrote:who doesn't use rso?bobingabout wrote:Umm, Yeah, I forgot to ask if you have RSO. If you use my command, or the default if you have RSO installed, it probably will error.
- Tue Aug 30, 2016 11:45 pm
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2072
Re: Is it allowed to make a mod that doesn't use the Base?
Well... My idea was to replace most of the base stuff to different theme with its own tech and progression. It wouldn't depend on the Base but it would use things from the base. If you're going to use things from base, that makes it dependent on it, doesn't it? Terminology aside, it sounds like you...
- Tue Aug 30, 2016 11:42 pm
- Forum: Ideas and Requests For Mods
- Topic: multiplayer trading versus
- Replies: 2
- Views: 1864
Re: multiplayer trading versus
That sounds like a really cool scenario, if I had friends I'd raid the hell out of them!
- Tue Aug 30, 2016 11:31 pm
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2072
Re: Is it allowed to make a mod that doesn't use the Base?
I'm certain it's allowed, it's more of a matter of how you plan to do that. Will you completely replace everything the game has to offer? Or just not list it as a dependency? Or some other approach I can't think of right now?
- Tue Aug 30, 2016 9:25 pm
- Forum: General discussion
- Topic: Come and Guess #3: Stable Version of 0.14
- Replies: 14
- Views: 4867
Re: Come and Guess #3: Stable Version of 0.14
0.14.25, considering they're doing multiplayer, and that's probably going to have a lot of bugs.
- Tue Aug 30, 2016 3:34 pm
- Forum: Ideas and Suggestions
- Topic: Minor nit: lost mining progress of partially mined items
- Replies: 4
- Views: 1318
Re: Minor nit: lost mining progress of partially mined items
OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent ...