Search found 1065 matches

by ficolas
Tue Mar 18, 2014 6:38 pm
Forum: Pending
Topic: [0.9.1] Game crashes on linux
Replies: 12
Views: 8554

Re: Game crashes on linux

Image
by ficolas
Tue Mar 18, 2014 6:29 pm
Forum: Not a bug
Topic: Map shown at the back.
Replies: 2
Views: 2733

Re: Map shown at the back.

kovarex wrote:I don't think this is a bug.
The main menu with the map at the back looks weird.
Is not the load menu or the death menu, it is the Main menu, with the play buttons etc
If it is suposed to be like so... I think its weird.
by ficolas
Tue Mar 18, 2014 6:19 pm
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 121048

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0

Thats REALLY REALLY cool :D :D :D :D
Totally need to check it out and have it with the mods I play with :D :D :D :D
by ficolas
Tue Mar 18, 2014 6:00 pm
Forum: Ideas and Suggestions
Topic: Enrichment of train-stuff, and other
Replies: 9
Views: 4697

Re: Enrichment of train-stuff, and other

And at last, there is table "picture" for entities. Will be very useful, if you allow to use table "pictures", like, for example, uses spawner and simple-entity. Because will be better, if modders could set random picture for some entities, like chest, for example. I didnt reall...
by ficolas
Tue Mar 18, 2014 5:55 pm
Forum: General discussion
Topic: Punished for lowering difficulty!
Replies: 7
Views: 3763

Re: Punished for lowering difficulty!

AlexPhoenix wrote:this is third island posted last time.
Its not the first I can tell you for sure. Is even more, much more :).
At least this one isnt in bug reports. :D
by ficolas
Tue Mar 18, 2014 5:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.3] Energy consumption
Replies: 16
Views: 4578

Re: [0.9.3] Energy consumption

I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It co...
by ficolas
Tue Mar 18, 2014 4:52 pm
Forum: Ideas and Suggestions
Topic: A Bulldozer
Replies: 20
Views: 9939

Re: A Bulldozer

drs9999 wrote:The shotgun is the poor man's bulldozer :D
And who doesnt have a flamethrower in his garage!
by ficolas
Tue Mar 18, 2014 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.3] Energy consumption
Replies: 16
Views: 4578

Re: [0.9.3] Energy consumption

I couldn't really reproduce it as it is on the screenshot (the consumption numbers looked reasonable). I have tried the provided save specifically with F-mod and Dytech. However in that save the output was showing 3.2 GW which was obviously wrong. That was a bug and it is now fixed for 0.9.4. It co...
by ficolas
Tue Mar 18, 2014 4:33 pm
Forum: Not a bug
Topic: Map shown at the back.
Replies: 2
Views: 2733

Map shown at the back.

Die, press load game, then press back, and then back again, you will be in the main menu, with the map shown at the back.
by ficolas
Tue Mar 18, 2014 4:10 pm
Forum: Modding help
Topic: Can an entity have no collision box?
Replies: 12
Views: 3954

Re: Can an entity have no collision box?

Have you figured out how to do it? Because I think it is harcoded for each type of entity. And I would like to use it in my mod to do something :) EDIT: HOW HAS THIS ACTUALLY WORKED? xD collision_mask="potato", Edit: I think the game threads a "potato" collision mask as a nil col...
by ficolas
Tue Mar 18, 2014 3:06 pm
Forum: Won't implement
Topic: usage_priority
Replies: 5
Views: 5228

Re: usage_priority

Maybe you can make it numerical, so entities with priority 1 are first etc.
by ficolas
Tue Mar 18, 2014 3:05 pm
Forum: Implemented mod requests
Topic: Allow mod zip files to have version numbers
Replies: 13
Views: 10358

Re: Allow mod zip files to have version numbers

What about if the game ignores the zip name, and only takes the name of a folder that should be inside the zip? So: Modfolder can be used in the mods folder. Modzip that contains modfolder can also be used in the mods folder, and the game ignores the name Modzip haves. This way, zip files can be use...
by ficolas
Mon Mar 17, 2014 8:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.3] Energy consumption
Replies: 16
Views: 4578

Re: [0.9.3] Energy consumption

MMmmm I cant seem to reproduce what I saw the other day, I tried in modded with my mod, without my mod and with lots of mods, but nothing D:
by ficolas
Mon Mar 17, 2014 8:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.3] Energy consumption
Replies: 16
Views: 4578

Re: [0.9.3] Energy consumption

kovarex wrote:Anyway, what is the bug? Is it that the total production doesn't match the production of steam engines?
Try to open the electric production screen a bunch of times, sometimes it displays the real number multiplied by 1000, so if it 1MW it may display 1GW.
by ficolas
Mon Mar 17, 2014 3:10 pm
Forum: Modding help
Topic: Problem with Icons
Replies: 6
Views: 2568

Re: Problem with Icons

without a copy of what you have done... I cant tell you much.
by ficolas
Mon Mar 17, 2014 3:09 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172058

Re: [MOD 0.9.2] MoMods

Hopefully in the future weather would either be part of the base game, or we would get better tools to mod fancier weather.
I said that because im pretty sure that you can give a motion to a particle entity.
by ficolas
Sun Mar 16, 2014 9:05 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172058

Re: [MOD 0.9.2] MoMods

Coming soon to a MoWeather near you! Animated rain! Woooo! Mmmm I thought you were going to use the motion that can be given to particle entities to do the rain, it looks like little explosions atm (maybe when particles are more random, instead of in a gif it looks better) Nice mods :) But you shou...
by ficolas
Sat Mar 15, 2014 10:08 pm
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 122625

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Code: Select all

[spoiler=Next version spoiler][/spoiler]
Next version spoiler
by ficolas
Sat Mar 15, 2014 9:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.2] crash ctrl clicking on logistic robot
Replies: 4
Views: 1407

Re: [0.9.2] crash ctrl clicking on logistic robot

Yea, there is a bug indeed, I followed all steps, and it crashed, but I needed to wait till the robot goes a second time to drop to the storage chest: What I did is: Dissable every slot from the robot use. Robot idled on top of the chest. Ctrl+clicked and it worked fine (I got the items the robot ha...

Go to advanced search