Version 0.0.7 should be out that should fix the filename capitalization inconsistency. Let me know if there's more problems.kiba wrote:
Bug acknowledged. Should be an easy fix.
Search found 344 matches
- Wed Jun 22, 2016 5:08 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.6
- Tue Jun 21, 2016 10:09 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.6
Hello, encountered a new bug: Magnetic Floor 2.png In your graphics folder is a file called 'Accelerator.png'. If i rename it to 'accelerator.png', the same error message appears demanding 'Accelerator.png'. So i estimate somewhere in your code is a lower/uppercase inconsistency. Greetings steinio ...
- Sat Jun 18, 2016 12:40 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
Uploaded a new version(0.0.6).
- Sat Jun 18, 2016 12:29 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
Bug should be fixed.
- Fri Jun 17, 2016 5:14 pm
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 48837
Re: Friday Facts #143 - Nat Punching Again
Oh well. I wasn't really expecting a release this weekend. It seems to be a cardinal rule that whenever the devs say that there's a possibility for a new Factorio release, it most certainly is NOT going to happen. It's a good thing Factorio is in such a great state as it is, with loads of content a...
- Fri Jun 17, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
Hello, encountered a bug on dying by train: Magnetic Floor.png If you need more info, please ask Greetings steinio. What version you're running? As far as I can tell, I never wrote 'god-controller'. Hello, i'm using 0.0.4 from this thread. You are referencing the player inventory each tick: armor =...
- Thu Jun 16, 2016 5:06 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
Tentative MagneticFloor 0.0.5 is out now, more like a release candidate, to see if there's some problems that I need to fix before releasing it for real.
- Thu Jun 16, 2016 5:02 pm
- Forum: Texture Packs
- Topic: [REQUEST]MagneticFloor
- Replies: 4
- Views: 10664
Re: [REQUEST]MagneticFloor
Added two new requests for graphics.
One's for driectives tiles, another is for accelerator tiles. I taken off copper-floor gfx requests because they're good enough for now.
One's for driectives tiles, another is for accelerator tiles. I taken off copper-floor gfx requests because they're good enough for now.
- Thu Jun 16, 2016 4:48 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
What version you're running? As far as I can tell, I never wrote 'god-controller'.steinio wrote:Hello,
encountered a bug on dying by train: If you need more info, please ask
Greetings steinio.
- Fri Jun 10, 2016 8:14 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 61212
Re: Friday Facts #142 - Playtesting
Probably won't be here until two weeks later.
- Fri Jun 10, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
Well, there's a bunch of stuff I need to do before I release the next version.steinio wrote:Fantastic
I am in the process of adding 'limitations' which will make it interesting enough, like ensuring the requirement of having to build copper flooring across your entire factory to be able to use it.
- Fri Jun 10, 2016 10:59 am
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 39956
Re: [MOD 0.12.x]MagneticFloor 0.0.4
I finally got around to implementing the main features of this mod: automatic hoverboard navigation based on directives when you're in 'active' mode. Directives are tile which guide your hoverboard around your base, based on what you want to do. For example, a down tile, will make you turn south, a ...
- Thu Jun 09, 2016 9:29 pm
- Forum: Modding help
- Topic: My previously WORKING mod seems to have been broken.
- Replies: 9
- Views: 2180
Re: My previously WORKING mod seems to have been broken.
What you don't like about it?sporefreak wrote:Not to its fullest extent but from what i have tried i didn't like it at all.prg wrote:Tried Git?sporefreak wrote:I am a mess when coding I have files all over the place (Many copies of the mod)
- Sun May 15, 2016 2:54 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 123385
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
I much prefer the graphic with the pole in the center of the elevator rather than having two on the sides of the elevator where items can "noclip" into it. What I mean is this; http://s24.postimg.org/8bedeflo5/elevator.png It's an acknowledged bug, not intended design. Also, why is every ...
- Fri May 06, 2016 5:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 21538
Re: [MOD 0.12.x] Avatars (0.2.3)
Just tried out this mod. Quite cool.
My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
- Fri May 06, 2016 1:01 am
- Forum: Ideas and Suggestions
- Topic: Multiple victory conditions (a la CIvilization)
- Replies: 10
- Views: 4539
Re: Multiple victory conditions (a la CIvilization)
I don't really care about victory condition. I want ever expanding tech tree and challenge to play with.
- Sat Apr 30, 2016 4:33 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359327
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Figured it out with lead-oxide ingot recipe.
- Sat Apr 30, 2016 1:39 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359327
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
processed to ingot is missing. Upgraded to 1.6 on existing map. It should be there, it is also in the migration file. None the less if you have all the other, you can activate it by hand: /c game.force.recipes["lead-processed-smelting"].enabled = true You need game.player.force not just g...
- Fri Apr 29, 2016 3:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359327
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Hello. Can't find lead ingot despite being on processing ore level 3 researched. I'm pretty sure you need to have Lead Processing 3 researched. Don't see one. Depends on the version, in 0.1.4 they were scattered behind the individual ores processing tech, like lead processing 2 and 3. With 0.1.5 al...
- Fri Apr 29, 2016 10:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359327
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Don't see one.Pandemoneus wrote:I'm pretty sure you need to have Lead Processing 3 researched.kiba wrote:Hello. Can't find lead ingot despite being on processing ore level 3 researched.