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Re: [MOD 0.14 - 0.16] Portals
Posted: Fri Aug 17, 2018 8:06 am
by Bilka
Version 0.3.3 is out:
- Added setting to not number the portals of the first player - useful in singleplayer
Re: [MOD 0.14 - 0.16] Portals
Posted: Fri Feb 22, 2019 12:36 pm
by Bilka
Version 0.4.0 is out:
Version 0.4.1 is out:
Re: [MOD 0.16 + 0.17] Portals
Posted: Sun Apr 28, 2019 11:23 pm
by Bilka
Version 0.4.2 is out:
- Fixed migration of numbering from 0.16
Version 0.4.3 is out:
- Fixed that I did not handle my portals becoming invalid after raising events
Version 0.4.4 is out:
- Added errors when building fails
- Fixed that placing portals cross-surface did not work
Version 0.4.5 is out:
- Fixed issue related to the order of the functions in the file.
Re: [MOD 0.16 + 0.17] Portals
Posted: Mon Sep 23, 2019 7:06 pm
by Bilka
Version 0.4.6 is out:
- Fixed compatibility with warptorio2.
Version 0.4.7 is out:
- Fixed happy accident related to cloning.
Version 0.4.8 is out:
- Uses event filtering functionality.
Version 0.4.9 is out:
- Fixed interaction with mods that custom raise on_built_entity.
Re: [MOD 0.16 - 0.18] Portals
Posted: Sat Jan 25, 2020 2:21 pm
by Bilka
Version 0.5.0 is out:
Version 0.5.1 is out:
- Lemon grenades now destroy decoratives.
- Code cleanup based on 0.18.27 event filtering changes.
Re: [MOD 0.16 - 1.0] Portals
Posted: Fri Sep 25, 2020 4:43 pm
by Bilka
Version 0.7.0 is out:
Version 0.6.1 is out:
- Portals now "suck in" the player if the player has a high movement speed.
Version 0.6.0 is out:
- Updated to Factorio 1.0.
- Removed the ability to migrate from mod versions <= 0.4.1.
Re: [MOD 0.16 - 1.1] Portals
Posted: Thu Jan 27, 2022 8:30 pm
by Bilka
Version 0.7.1 is out:
- Changed license to MIT.
I cannot (reasonably) play games without controller support.
Maintaining mods for a game I can't play is an uninteresting hobby for me.
So I want to make it easier for others to fork my mods.
May you take this code and have fun with it.