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by kiba
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

kiba wrote:
Bug acknowledged. Should be an easy fix.
Version 0.0.7 should be out that should fix the filename capitalization inconsistency. Let me know if there's more problems.
by kiba
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 ...
by kiba
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).
by kiba
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.
by kiba
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...
by kiba
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 =...
by kiba
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.
by kiba
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.
by kiba
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

steinio wrote: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'.
by kiba
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.
by kiba
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

steinio wrote:Fantastic
Well, there's a bunch of stuff I need to do before I release the next version.

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.
by kiba
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 ...
by kiba
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.

sporefreak wrote:
prg wrote:
sporefreak wrote:I am a mess when coding I have files all over the place (Many copies of the mod)
Tried Git?
Not to its fullest extent but from what i have tried i didn't like it at all.
What you don't like about it?
by kiba
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 ...
by kiba
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.
by kiba
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.
by kiba
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.
by kiba
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...
by kiba
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...
by kiba
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

Pandemoneus wrote:
kiba wrote: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.

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