Thank you so much for the quick fix!Rseding91 wrote:Thanks, this should be fixed for the next version of 0.15.
Search found 60 matches
- Fri Jun 16, 2017 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [15.20] robots_battery_modifier doesn't increase energy max
- Replies: 2
- Views: 2135
Re: [Klonan] [15.20] robots_battery_modifier doesn't increase energy max
- Fri Jun 16, 2017 8:19 pm
- Forum: Mods
- Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
- Replies: 43
- Views: 16287
Re: [MOD 0.15] Charge Transmission - Wireless Bot Charging
Beta Status As the post indicates above (and the mod's version not being 1.0, or it being on the WIP subforums (I'm sorry forum moderators for posting it on finished mods first ;o;)), this mod is on a beta status. This means that all core features are in and relatively stable and bug tested, but so...
- Fri Jun 16, 2017 8:16 pm
- Forum: Mods
- Topic: [MOD 0.16] Charge Transmission - Wireless Bot Charging
- Replies: 43
- Views: 16287
[MOD 0.16] Charge Transmission - Wireless Bot Charging
Title: Charge Transmission Short Description: Special entities that wirelessly charge bots around them. An idea by Mike C from the KatherineOfSkies community. Name: ChargeTransmission Factorio Version: 0.16 Mod State: Beta Dependencies: Base Optional Extras: Author: Dustine Downloads: Mod Portal Li...
- Fri Jun 16, 2017 7:33 pm
- Forum: Mod portal Discussion
- Topic: "Server error: Network Error"
- Replies: 21
- Views: 8228
Re: "Server error: Network Error"
Not for me, still getting upload errors when I try to host stuff.
- Fri Jun 16, 2017 7:27 pm
- Forum: Mods
- Topic: [MOD 0.15] BurnCycle - Recycle by Smelting
- Replies: 0
- Views: 1344
[MOD 0.15] BurnCycle - Recycle by Smelting
Title: BurnCycle - Recycle by Selting Short Description: Adds smelting recipes to regain iron, steel and similars from outdated and non-upgradable items. Updated from vanatteveldt's original mod . Name: BurnCycle Factorio Version: 0.15 Mod State: Release Dependencies: Base Optional Extras: BobPlate...
- Thu Jun 15, 2017 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [15.20] robots_battery_modifier doesn't increase energy max
- Replies: 2
- Views: 2135
[Klonan] [15.20] robots_battery_modifier doesn't increase energy max
It seems that LuaForces::worker_robots_battery_modifier is restricted by max_energy and only affects the initial energy for when a robot entity is spawned, which if intended behaviour (seems so, but...) leads to some really weird behaviour. As in (replication steps): Start a brand new world (no mods...
- Tue May 23, 2017 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.15.13] Weird behaviour on heat pipes on entities.
- Replies: 5
- Views: 1953
Re: Weard behaviour on heat pipes on entities.
You need to add the Factorio version to your title. However I can confirm that bugs 1-3 still happen as of 0.15.13. Replication: 1st: Add this data-phase code snippet into a mod (or use the mod attached to this post) local furnace = table.deepcopy(data.raw.furnace["electric-furnace"]) furn...
- Tue May 23, 2017 7:40 pm
- Forum: Modding help
- Topic: Non-burner heat source possible?
- Replies: 5
- Views: 2353
Non-burner heat source possible?
Is there a way to have a heat source generator (something with a heat_buffer that produces heat, not consume it) that doesn't use a burner energy source type? Reactors use an obligatory burner field and adding heat_buffer to entities beyond reactors and heat pipes doesn't seem to have any effect. Al...
- Mon May 08, 2017 8:44 am
- Forum: Modding discussion
- Topic: Factorio API autocomplete extension for Visual Studio Code
- Replies: 11
- Views: 6142
Re: Factorio API autocomplete extension for Visual Studio Code
Thank you!! Nexela pointed me to this post and this does about exactly what I've been wanting all along (specially if you count your wishlist features )
- Wed Apr 19, 2017 8:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.22] prepare_range on turrets.lua is redefined twice
- Replies: 1
- Views: 855
[14.22] prepare_range on turrets.lua is redefined twice
(Already seen on https://forums.factorio.com/viewtopic.php?f=25&t=37246 but it was in Mod Discussion) So while writing some stuff for a mod, I copied some field data from \data\base\prototypes\entity\turrets.lua and absent-mindely forgot about it until five minutes later when my lua linter was y...
- Wed Apr 19, 2017 4:41 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
I'm not quite sure which mods conflicts with this but i got this (on startup obviously) http://i.imgur.com/wdgCmhG.png modlist is quite large right now (bob+angels) { "mods": [ { "name": "base", "enabled": "true" }, { "name": "color-p...
- Wed Apr 19, 2017 12:49 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
Hello, i cant put the pumpjack on the well. It apears ok when mouse over it showing the "0.2/s", but the pumpjack keeps red as not existed. I think its because of the hardcrafting mod, that changes multiple machines in game, so the hardcrafting pumpjack dont see the goop well. Is there a ...
- Tue Apr 11, 2017 8:50 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
Hello, i cant put the pumpjack on the well. It apears ok when mouse over it showing the "0.2/s", but the pumpjack keeps red as not existed. I think its because of the hardcrafting mod, that changes multiple machines in game, so the hardcrafting pumpjack dont see the goop well. Is there a ...
- Tue Apr 11, 2017 3:41 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
New update, 1.2.0 is out!
With it come some potential fixes to the charged well mechanics, alongside some extra recipe chains to add compatibility and seamlessness between modpacks, such as Angel's and Bob's. More details on the main post or on the mod portal!
With it come some potential fixes to the charged well mechanics, alongside some extra recipe chains to add compatibility and seamlessness between modpacks, such as Angel's and Bob's. More details on the main post or on the mod portal!
- Mon Apr 10, 2017 10:53 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
well with the previous "bug" having one spawn every base, i ended up with LOTS on my map, and it was driving me a little bonkers, hence the change to make them green. i have not used the angles or bobs mods, mainly because they are all dependent on each other and getting them all to work ...
- Sun Apr 02, 2017 6:17 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
having played with it for a while, i noticed that the red spots on my map look alot like the alien hives i have to destroy (the same color) might i suggest making available a different color or using a different color. thus i dont go crazy wondering if a hive has poped up again thanks again! EDIT: ...
- Mon Mar 27, 2017 10:30 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
testing v1.1.0 discovered a bug? possible as it is not a low chance of spawn spout i get a spout on every spawner killed, this is not intended i believe EDIT: the default is not 0.05 in the config, it is set to 1 when downloading from the portal thus resulting in the 100% spawn rate for spouts on s...
- Mon Mar 27, 2017 4:46 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
Re: [MOD 0.14.x] Alien Goop Cracking
1.1.0 is out! Well boosting has been implemented, alongside a few bug fixes. Check the main post or the mod portal for downloads. + Well boosting mechanic added. Killing alien bases over existing alien goop wells has a change to boost them: both filling them to generation-levels amount of goop, and...
- Fri Mar 24, 2017 12:35 am
- Forum: Off topic
- Topic: Hello World!
- Replies: 7
- Views: 3337
Re: Hello World!
Same, same, but how else do we prove to be human?
- Fri Mar 24, 2017 12:31 am
- Forum: Mods
- Topic: [MOD 0.14.x] Alien Goop Cracking
- Replies: 21
- Views: 7671
[MOD 0.14.x] Alien Goop Cracking
https://mods-data.factorio.com/pub_data/media_files/gMASI588BDlu.png Alien Goop Cracking Website: https://mods.factorio.com/mods/Dustine/AlienGoopCracking License: MIT Tags: Alien Artifacts, Farming, Exploration, Pink A new way to farm alien artifacts! Adds oil-like sprouts that can be drained and ...