Search found 1636 matches
- Sun Feb 21, 2016 7:15 pm
- Forum: Mods
- Topic: DDMod + Crossover DDMod/DyTech
- Replies: 26
- Views: 13188
Re: DDMod + Crossover DDMod/DyTech
ingredients = { {"science-pack-2", 2}, {"science-pack-3", 2}, {"bord", 1}, {"alien-science-pack", 1} }, Er beschwert sich bei der technologie dass "board" nicht vom richtigen Typ ist. Science Packs sind nicht als "Item" definiert sondern a...
- Sun Feb 21, 2016 12:36 pm
- Forum: Bob's mods
- Topic: Bob's Assembly Machines (Bug?)
- Replies: 3
- Views: 2775
Re: Bob's Assembly Machines (Bug?)
As far as I can see you got assembly machine 5 from 5dim mod and assembly machine 6 from bobs. So you got a conflict there.
- Fri Feb 19, 2016 6:58 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 134092
Re: [MOD 0.12.22] ExtraChests v0.1.2
What you could have done instead of the different color versions for the same base model/sprite, make an overlay sprite and work with the tint={} command.
- Fri Feb 19, 2016 4:35 pm
- Forum: Modding help
- Topic: Help
- Replies: 7
- Views: 4583
Re: Help
That's because you mixed upper and lower case names.
- Fri Feb 19, 2016 4:28 pm
- Forum: News
- Topic: Friday Facts #126 - Steam Status II and Trains Stuff
- Replies: 69
- Views: 37734
Re: Friday Facts #124 - Steam Status II and Trains Stuff
- Fri Feb 19, 2016 4:21 pm
- Forum: Modding help
- Topic: Help
- Replies: 7
- Views: 4583
Re: Help
--Item car { type = "item", name = "Turecar", icon = "__base__/graphics/icons/car.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[personal-transport]-c[turecar]", place_result = "turecar", stack_size = 1 },
- Fri Feb 19, 2016 2:25 pm
- Forum: Modding help
- Topic: Help
- Replies: 7
- Views: 4583
Re: Help
Error when starting the game: EntityPrototype Turecar doesn't have an order string and there is no item to place it. --Item car { type = "item", name = "Turecar", -use lowercases, uppercase names are defined in the localisation files icon = "__base__/graphics/icons/car.png&...
- Fri Feb 19, 2016 12:58 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421182
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Arch666Angel? what do u think about this mod - http://eswww.factorioforums.com/forum/viewtopic.php?f=93&t=19854 - its contains new chains of processing too I had a similar idea, basing the actual production on real processes, since you wont make for example wire out of a metal sheet. It works f...
- Fri Feb 19, 2016 10:42 am
- Forum: Modding help
- Topic: Good way to go about growing trees?
- Replies: 4
- Views: 2774
Re: Good way to go about growing trees?
Isn't that exactly what the treefarm mod does?
- Thu Feb 18, 2016 8:56 pm
- Forum: Modding help
- Topic: Optional mod requirements
- Replies: 11
- Views: 4839
Re: Optional mod requirements
It depends if you are doing several mods and want to link them, then go with what orzelek said, cause bob did a really good Job and with some longer staring his methods are really good. Otherwise it depends, first you have to find something unique withhin the other mod you want to detect, for exampl...
- Thu Feb 18, 2016 6:25 pm
- Forum: General discussion
- Topic: Advanced awesomeness
- Replies: 4
- Views: 12595
Re: Advanced awesomeness
Awesome tale!
- Wed Feb 17, 2016 10:19 pm
- Forum: Modding help
- Topic: DyTech Error in 12.20
- Replies: 21
- Views: 8871
Re: DyTech Error in 12.20
Du solltest das Spiel mal neu runterladen und auf die aktuellste Version updaten, ich glaube fast schon das es dir da was zerschossen hat
- Wed Feb 17, 2016 8:54 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My 80 hour hardmode game
- Replies: 4
- Views: 6777
Re: My 80 hour hardmode game
necroed!
- Wed Feb 17, 2016 8:39 pm
- Forum: Modding help
- Topic: DyTech Error in 12.20
- Replies: 21
- Views: 8871
Re: DyTech Error in 12.20
Hab deine mod mal ohne alles gestartet, er gibt mir schon beim laden den ersten fehler, dass beim plasma turret ein falscher "type" benutzt wird.
- Wed Feb 17, 2016 8:19 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3789
- Views: 1421182
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Perhaps that explains it: Alright. Looks radical, I like it. Biggest problem: Finding someone who can do some great building sprites for this :D Can you post pictures or some kind of mockup? I could try doing some models* or maybe editing the vanilla sprites somehow. The latter will take a bit long...
- Wed Feb 17, 2016 3:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Request: Small light with no electricity.
- Replies: 7
- Views: 5853
Re: Request: Small light with no electricity.
Burner lights perhaps?
- Wed Feb 17, 2016 11:06 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 134092
Re: [MOD 0.12.22] ExtraChests v0.1.1
Looks way better with only coloring the highlights instead of most part of the entity.
- Tue Feb 16, 2016 1:40 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231362
Re: [0.12.18] Warehousing v0.0.5
If you want more inputs, you can make use of the stack size bonus. An inserter can only take 1 item at a time from a belt, but can move several ones from box to box. So make a contraption like this, with 5 inserters feeding a box line and then funnel the box lines to the warehouse.
- Mon Feb 15, 2016 10:09 pm
- Forum: Modding help
- Topic: Adding Tiles
- Replies: 3
- Views: 2935
Re: Adding Tiles
You have defined the "tile" that is already on the ground, you need also to create the actual "item" that is held in hand, which has to have a special flag so it can be placed on the ground as a tile.
- Mon Feb 15, 2016 9:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 120152
Re: [MOD 0.12.x] Marathon 0.5.4
Took a quick look, you could just load different recipe file depending on if bob is there or not. Bob added a handler to his mods modules so you can pretty easily detect them.