Search found 372 matches

by waduk
Wed Oct 21, 2015 7:24 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102804

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on"
Then i commented out the "on_save" (line 276) because it gives me error.

I managed to get it work, or is that it ? Is there anything else ?
I'm using 0.12.12
by waduk
Wed Oct 21, 2015 7:05 am
Forum: Mods
Topic: [0.12.x] Void Chest Instant
Replies: 10
Views: 23749

Re: [0.12.x] Void Chest Instant

Mod is broken in 0.12.11+
Based on JorgenRe guide ,all i have to do is replace the game.on to script.on; So i did that.
It works, or is it there are additional thing i must do ? (I don't want o have a corrupt save file or anything)
by waduk
Wed Oct 21, 2015 6:20 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 208897

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Hi Steejo, thanks, but the quick and dirty fix doesn't work
Using 0.12.12
Image
by waduk
Wed Oct 21, 2015 6:15 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40600

Re: [MOD 0.12.5+] Robotic Combinators

Using 0.3.4
Factorio 0.12.12
Image
by waduk
Wed Oct 21, 2015 5:41 am
Forum: Mods
Topic: [MOD 0.12.20+] Packager 0.2.1
Replies: 18
Views: 29802

Re: [MOD 0.12.8+] Packager 0.1.1

Does using this will reduce entity count significantly ? Better performance in Mega base ?
Example : Boxing/Unload to this mod, then transfer them with bot. only unload the content just before assembler/smelter ?
by waduk
Sun Oct 18, 2015 2:23 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 208897

Re: [MOD 0.12.1] Upgrade planner - v1.1.6

Mod is crash in 0.12.11
by waduk
Sun Oct 18, 2015 2:18 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 102804

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Mod is broken in 0.12.11
by waduk
Sun Oct 18, 2015 2:17 am
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 42647

Re: [MOD 0.12.x] Logistic Combinators

Crash in 0.12.11
by waduk
Sun Oct 18, 2015 2:15 am
Forum: Mods
Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Replies: 27
Views: 44207

Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching

Mod crash in 0.12.11.
Edit : Managed to get it to work, but i'm gonna wait for official update. Just in case i broken some code/mod behaviour.
by waduk
Sun Oct 18, 2015 2:06 am
Forum: Mods
Topic: [MOD 0.12.x] QuickPrints
Replies: 13
Views: 15715

Re: [MOD 0.12.x] QuickPrints

Mod broken in 0.12.11
by waduk
Sun Oct 18, 2015 2:04 am
Forum: Mods
Topic: [MOD 0.12.11+] Initial Map Scan
Replies: 33
Views: 35632

Re: [MOD 0.12.5+] Initial Map Scan

Mod broken in 0.12.11
by waduk
Sat Oct 17, 2015 8:08 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 338894

Re: [MOD 0.12.x] Rail Tanker - Liquid transport

Why the file size of 1.1.1 is twice as big with previous version ? (20 MB vs 10 MB)

Also, it still can't load in 0.12.11, error on load.
by waduk
Sat Oct 17, 2015 7:40 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298016

Re: [MOD 0.12.11] SmartTrains 0.3.69

Simple request, if it not too much trouble. Can you make the train lines arrange in natural order. Example, at current version "Station 10" is placed in between "Station 1" and "Station 2". PS: What i mean by current version is ST 0.3.68 (i can't use 0.3.69 yet, too may...
by waduk
Sat Oct 17, 2015 5:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 30257

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

BigD145 wrote:Most likely just unzip it.
waduk wrote:Mod is broke in 0.12.11
No
by waduk
Sat Oct 17, 2015 4:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 30257

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Mod is broke in 0.12.11
by waduk
Sat Oct 17, 2015 3:31 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40600

Re: [MOD 0.12.5+] Robotic Combinators

0.12.11 broke this mod.
Update ?
by waduk
Sat Oct 17, 2015 3:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Circuit GUI 0.1.0
Replies: 19
Views: 29537

Re: [MOD 0.12.x] Circuit GUI 0.1.0

0.12.11 broke this mod.
Update ?
by waduk
Sat Oct 17, 2015 2:22 pm
Forum: Mods
Topic: [MOD 0.12.3+] Blueprint Request v0.1.1
Replies: 8
Views: 10480

Re: [MOD 0.12.3+] Blueprint Request v0.1.1

Factorio 0.12.11 broke this mod.
Edit :
I read a post by Jorgenre to fix the broken mod due recent updates, all we need to do is replace "game.on" to "script.on"

Is that it ?
I only see single line of that in this mod.
by waduk
Fri Oct 16, 2015 8:01 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84443

Re: [MOD 0.12.11]AutoTrash 0.0.5

Wow, an update across many of your mod. Thank you.

Sadly I can't use it yet, report say Rail Tanker Mod is broken due new update, i will stick to 0.12.10 until that resolved.
by waduk
Fri Oct 16, 2015 5:49 am
Forum: Mods
Topic: [MOD 0.12.x] Circuit GUI 0.1.0
Replies: 19
Views: 29537

Re: [MOD 0.12.x] Circuit GUI 0.1.0

Circuit GUI crashing when another mod GUI is opened up and we mining stuff.
Image

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