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Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Sun Apr 05, 2015 4:44 am
by Xecutor
jockeril wrote:Just d/l'd the mod to my Factorio main install running 0.11.20 and found that the "zip" file name (boxing-0.6.0.zip) should be changed to boxing_0.6.0.zip (use underscore instead of dash (-) )
Uh.. Thanks for the report. Fixed.

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Wed Apr 22, 2015 10:59 am
by Ringgeest11
I have a problem trying to get the mod to work. I have downloaded your zip file, unzipped it and added it to the mods folders, however the game doesn't recognise something's there. It did find the Rail Tanker mod, however it doesn't show your mod in the mod list options in game. Any idea as to what might be the issue?

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Wed Apr 22, 2015 7:01 pm
by ssilk
Might have a look into the log-file?

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Wed Apr 22, 2015 7:13 pm
by Ringgeest11
I looked in the Log file, both previous and current one, neither of them showed any activity loading the mod in the first place from the Appdata folder.

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Wed Apr 22, 2015 7:39 pm
by orzelek
Put in the mod in zip file to mods directory.

When you unzip it it brakes the naming convention and won't be loaded. If kept zipped it should work properly.

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Wed Apr 22, 2015 8:27 pm
by Ringgeest11
orzelek wrote:Put in the mod in zip file to mods directory.

When you unzip it it brakes the naming convention and won't be loaded. If kept zipped it should work properly.
Tried this and it is working now. Thanks for the help =)

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Sat Jul 18, 2015 10:15 am
by jockeril
Ringgeest11 wrote:
orzelek wrote:Put in the mod in zip file to mods directory.

When you unzip it it brakes the naming convention and won't be loaded. If kept zipped it should work properly.
Tried this and it is working now. Thanks for the help =)
and the lesson here is - you don't need to unzip a mod, unless the post instructions say so explicitly... :geek:

Re: [MOD 0.11.x+] Boxing (v0.6.0)

Posted: Sat Jul 25, 2015 10:25 pm
by ssilk
I tested this mod. It contains only new items and recipes. No problem found. So I moved it.

Re: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)

Posted: Sun Feb 14, 2016 11:15 pm
by Yinan
The second tier research is displayed as
"Unkown key:'technology-name.boxing2'"

The Problem is in the technology-names.cfg where you used "boxing-2" instead of "boxing2". Changing that solved that display error.

Re: [MOD 0.11.x+ / 0.12.x] Boxing (v0.6.0)

Posted: Mon Mar 07, 2016 5:01 am
by Lurkily
Not an enthusiast of this simply because of the incredible efficiency. Literally multiplies what you can carry in a stack by 10, with a little added complexity in boxing, transport, and unboxing. If it was more modest - an increase of fifty percent, or even doubling your storage, (for an item that stacks to 100, manufacture boxes of 20, stacking to 10) I'd be more inclined to try this.