Search found 89 matches
- Wed Jan 25, 2017 2:54 pm
- Forum: Modding help
- Topic: strange AssignID error
- Replies: 2
- Views: 1173
strange AssignID error
I am having the problem with this error error in assignID, recipe with name "concrete-gold" does not exist. I changed concrete-gold to mf-concrete-gold and cannot figure out why it's having an assign error ive checked all my code to make sure i changed all my concrete-gold 's to mf-concret...
- Tue Jan 24, 2017 9:37 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.5
Holas, first off all: Thanks for the beautiful mod, really enjoy laying out plans with it / upping the ugly looks of my factory :) One thing I realized is that the black concrete is somewhat only a really dark grey compared to the other mod I'm running (Color Coding). Because you both create colore...
- Fri Dec 30, 2016 1:59 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.4
Can put it pretty much anywhere that you might use to overwrite part of a prototype. In a data definition file or data final fixes. That said, given you can just recover the wood, it isn't a big deal. Yeah you can hand craft it quite easily early game. I can't get ahold of Tone to update the mod on...
- Sun Dec 25, 2016 12:33 pm
- Forum: Modding help
- Topic: Zooming graphical bug
- Replies: 0
- Views: 486
Zooming graphical bug
So i've created a new type of "water" tile I copy pasted the code and simply changed the image links since i used the base water images when placed the tile looks like this http://i.imgur.com/jstdJgV.png but it can be made to look normal at normal zoom. http://i.imgur.com/jOWaVkP.png anoth...
- Sun Dec 25, 2016 12:16 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.4
data.raw.item["wood"].place_as_tile = { result = "bi-wood-floor", condition_size = 4, condition = { "water-tile" } } This, in the "data-updates.lua" file is probably responsible. That looks like it would work im not sure where to put that code. Currently in 1...
- Fri Dec 23, 2016 1:38 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128738
Re: [MOD 0.14] Alien Biomes
Hey this is pretty neat!
I've been working with Tone on the More Floors mod and was wondering if you would like to have the biome tiles incorporated into the More Floors mod so people can edit the biomes in game.
I've been working with Tone on the More Floors mod and was wondering if you would like to have the biome tiles incorporated into the More Floors mod so people can edit the biomes in game.
- Thu Dec 22, 2016 9:21 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.4
The lava and asphalt tiles are missing. Also, I can confirm the above report on the problem with the circuit floor texture. http://i.imgur.com/xjkYnxE.jpg I believe I made a mistake implementing these. Whoops. should be fixed for 1.0.5 There isn't really a "problem" with the circuit floor...
- Sat Dec 17, 2016 5:43 am
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5665
Re: Show Non-Researched Items as Locked
If there is a button or so, that switches this feature on/off, this would be really useful. Added to https://forums.factorio.com/viewtopic.php?f=80&t=25782 Improvements of the Graphical User Interface (GUI) https://forums.factorio.com/viewtopic.php?f=80&t=14645 Research-queue and -progress ...
- Fri Dec 16, 2016 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5665
Re: Show Non-Researched Items as Locked
Personally I wouldn't have found this particularly useful, on one hand it would be useful in my current (and first) Bob's Mods game as I occasionally find myself looking for recipes I haven't unlocked yet and which are buried in the huge research tree , on the other hand in the same game it would j...
- Fri Dec 16, 2016 3:32 am
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 5665
Show Non-Researched Items as Locked
So i was introducing my friend to this game and she enjoyed it for the most part but there was a glaring problem with the learning curve of the game. Everytime she would ask a question it would be something I would just say "Oh you yeah you just research this that and the other" well she d...
- Fri Oct 14, 2016 3:53 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [MOD 0.14] More Floors 1.0.4
Hi, I love this mod and used a lot of it in the Roboport Grid Layout post I did for reddit. However, in multiplayer, the alien floor can consume all of the alien artifacts if someone uses it. Is there an easy way to toggle individual floors? If not, could you add a config file that allows each to b...
- Thu Sep 22, 2016 4:44 am
- Forum: Ideas and Suggestions
- Topic: Cursor Icon
- Replies: 27
- Views: 17600
Re: Custom Cursor icon
It doesn't look very good when in game because it covers items currently under the cursor but I'm sure they would be able to deal with thatsteinio wrote:I would support this to implement in vanilla.
Look great.
- Mon Sep 05, 2016 2:22 am
- Forum: Modding help
- Topic: Shifting numbers/icons on cursor
- Replies: 4
- Views: 1624
Re: Shifting numbers/icons on cursor
That's what I figured I posted in the suggestion forums hoping the devs add a custom cursor instead of the default windows cursorNexela wrote:Since the cursor position isn't part of the game state there is no way to change it with a mod.
- Sun Sep 04, 2016 10:19 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Add a transport belt ghost Arrow / Belt placement cursor clarity
- Replies: 15
- Views: 8043
Re: Belt placement cursor clarity.
Is it possible to simplify the various belt placement cursors? It is very difficult (especially with higher rated belts), to see what direction they are actually facing. It is also difficult to see where you missed a belt, or two, or ran out of belt during the upgrade process, until production suff...
- Sun Sep 04, 2016 10:17 pm
- Forum: Modding help
- Topic: Shifting numbers/icons on cursor
- Replies: 4
- Views: 1624
Re: Shifting numbers/icons on cursor
Hrm, I'd consider that a buglet - maybe craft a tiny mod that illustrates the problem and log a bug report? well i dont think it's a bug just that the numbers/icon are hardcoded (maybe?) to be say 5 pixels to the left and down I used an external software to change the mousepointer skin which is sli...
- Sun Sep 04, 2016 3:06 am
- Forum: Ideas and Suggestions
- Topic: Cursor Icon
- Replies: 27
- Views: 17600
Custom Cursor icon
I created this custom cursor icon: https://i.imgur.com/hQN4XKA.png but it slightly covers up the items on the cursor I dont think there's anything I can do about this (or nobody has answered on the mod sub forum) I think having a custom cursor would add a nice touch of polish to the game rather than...
- Sat Sep 03, 2016 11:17 pm
- Forum: Modding help
- Topic: Shifting numbers/icons on cursor
- Replies: 4
- Views: 1624
Shifting numbers/icons on cursor
is there a way to shift the Cursor numbers/item?
I want to use a custom cursor but they are positioned under items
Example here:
I want to use a custom cursor but they are positioned under items
Example here:
- Sat Aug 20, 2016 3:50 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 37273
Re: [Mod 0.13] More Floors 1.0.2
1.0.3 is live!
I learned how to code (kind of)
in 1.0.4 were going to work on polishing existing tiles by making edges and variant tiles then focus on adding new ones.
suggestions are always welcome!
I learned how to code (kind of)
in 1.0.4 were going to work on polishing existing tiles by making edges and variant tiles then focus on adding new ones.
suggestions are always welcome!
- Sat Aug 13, 2016 6:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426729
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0
Well thanks! maybe ill talk to the mod creator giving him a different scored earth tileTheSAguy wrote:
Some call it a bug, others a feature
As Orzelek said, you can disable this in the config.
http://i.imgur.com/MJTQo41.png
- Sat Aug 13, 2016 10:11 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426729
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0
I just installed this mod and well right off the bat i am getting a weird bug... http://i.imgur.com/hI9zIsL.jpg When biters die they randomly change the floor tiles... I have the More Floors! mod which is the only thing I can think would cause a conflict Mods i use: http://i.imgur.com/oIqetgm.png