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Re: [MOD 0.9.x] Telelogistics v0.1.12

Posted: Fri Jun 13, 2014 5:55 pm
by darius456
qi1989223 wrote::D

SO good

but :cry:
1.jpg
I can place it on the water
I will try to fix it in next release.

Re: [MOD 0.9.x] Telelogistics v0.2.0

Posted: Sat Jun 14, 2014 3:24 pm
by darius456
Water bug fixed in v0.2.0, also add some new stuff. New version in 1st post.

Re: [MOD 0.9.x] Telelogistics v0.2.2

Posted: Sat Jun 14, 2014 9:12 pm
by darius456
There is v0.2.2 in 1st post.
Fixed bug that cause wrong power_usage/range by teleinserter. - strongly recommend to update.

Re: [MOD 0.9.x] Telelogistics v0.2.2

Posted: Sun Jun 15, 2014 7:50 am
by CreeperDaReeper
Getting this error. I have v0.2.2

Path_Telelogistics_/graphics/blue.png does not match any mod.

https://www.dropbox.com/s/vwl5nog4xr2wemh/error.png

I get this kind of error with a lot of mods actually.

Re: [MOD 0.9.x] Telelogistics v0.2.2

Posted: Sun Jun 15, 2014 8:56 am
by darius456
CreeperDaReeper wrote:Getting this error. I have v0.2.2

Path_Telelogistics_/graphics/blue.png does not match any mod.

https://www.dropbox.com/s/vwl5nog4xr2wemh/error.png

I get this kind of error with a lot of mods actually.
When you download mod as zip file remove version from it's name. So if you have telelogistic v0.2.2.zip rename it to telelogistic.zip... Other mods too...

Re: [MOD 0.9.x] Telelogistics v0.2.2

Posted: Mon Jun 16, 2014 2:03 am
by CreeperDaReeper
Getting a different error this time darius:
Telelogistics Error

Re: [MOD 0.9.x] Telelogistics v0.2.2

Posted: Mon Jun 16, 2014 8:39 am
by darius456
CreeperDaReeper wrote:Getting a different error this time darius:
Telelogistics Error
Simple answear... This mod is not compatible with Factorio v0.10.0. I will make all my mods compatible when v0.10.1 will be available. It is common known that v0.10.0 uses ogg instead of wav, so you can open entity lua file and change all wav extensions to ogg.

Re: [MOD 0.9.x] Telelogistics v0.2.3

Posted: Tue Jun 17, 2014 3:59 am
by darius456
New version in 1st post.

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Sun Jun 22, 2014 10:51 am
by darius456
New version that is compatible with Factorio v0.10.x is in 1st post.

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Mon Jun 23, 2014 1:31 am
by Airat9000
darius456
good mod! i like it! good work!

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Mon Jun 23, 2014 4:16 am
by darius456
Airat9000 wrote:darius456
good mod! i like it! good work!
Thank You, It's my pleasure.

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Sun Jul 20, 2014 5:36 pm
by Edgar
I get this error after teleporting. If i click ok, the game exits to the factorio main menu.

Image
http://www.directupload.net/file/d/3689 ... 9v_png.htm

Telelogistics v0.2.4
Factorio 0.10.3

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Wed Jul 23, 2014 5:33 pm
by rioninnimo
There seems to be 2 bugs for me :
1) After teleporting it gives error "wrong input action ,element with index 4202 doesn't exist" and returns to main menu after clicking Ok.
Image
And it keeps producing same error even after loading save in which telepad was not placed yet , and even when starting new freeplay game.Even toggling telelogistics mod off not helps , only restarting Factorio. Very sad , i so wanted to teleport on island unreacheable for biters.
2) Crafting telechest Mk2 results in telechest Mk3 and craftning telechest Mk3 produces telechest Mk2. Weird.
Telelogistics 0.2.4 , Factorio 0.10.2.
Telechests and teleinserters seems to be working .
Nevertheless thank you for great mod ,i dont think there anything else for factorio 0.10.2 that lets you build base on island.

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Thu Jul 31, 2014 6:09 pm
by Vitduo
Hey, Darius, can you fix the error with telepads? This mod so cute but this errors broke all :|

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Sat Aug 02, 2014 1:46 pm
by Airat9000
how to make sure that the growth of electricity consumption was not great? * fixed electricity consumption devices regardless of the distance

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Tue Aug 05, 2014 4:47 pm
by darius456
I jad a lot of work so i dont have time to work with Factorio, right now I have some free time so I will try to fix all my mods.

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Sat Oct 11, 2014 1:22 pm
by filippe999
found bug when using teleporters, i just found out about them, really liked the idea(anything that keeps me out of the driver seat is great...), had the power requirements, but as soon as it finishes teleporting this window pops up and exits to the main menu screen
Image
also i recently got my hands on telechests, since they seemed to behave like ender chests from minecraft, i was excited, built two and placed them on the world, after i placed the first one and mouse-hovered him for the menu to pop-up, in it there were no option to connect to output just disconnect from output or a list of available devices, also, do they require power? i've tried putting both of them next to power to see if there was any change, but the same problem still persisted
Nevermind, telechests aren't meant to work like ender chests, they just receive the items from a teleinserter

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Fri Oct 31, 2014 9:19 pm
by Airat9000
please update to you mods
Telelogistics
ForceShield
AdvancedEquipment
PowerLimiter & DMG

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Thu Dec 11, 2014 10:25 pm
by AlphaRaptor
Is this Mod Working for 0.11.x too ?

Re: [MOD 0.10.x] Telelogistics v0.2.4

Posted: Thu Dec 11, 2014 10:41 pm
by berni1212
Would be cool if it works Special for 11.5 MP :) :mrgreen: