Search found 402 matches
- Thu Jan 15, 2015 8:54 am
- Forum: Mods
- Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
- Replies: 24
- Views: 28240
Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
This looks awesome. I am going to fire up factorio again to check it out. Thanks.
- Tue Jan 13, 2015 9:40 am
- Forum: Modding discussion
- Topic: How Can I Find This?
- Replies: 9
- Views: 10735
Re: How Can I Find This?
I want to make a mod which allows various things, such as better power armour, a personal robo-port that draws from your inventory, fluid tank wagons for trains, etc. How would i be able to find the code for things like power armour, robo-ports, fluid tanks, etc? Just started coding, and need an id...
- Sun Jan 04, 2015 6:46 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: Request for interface
No worries, that's what i assumed. Thanks for adding the interface. As you are also the dev of FatController: Have you already considered using it to show the liquid in your Traininfo like it does for items? ;) Indeed I have. That was the plan but I lost motivation to mod when all my saves became c...
- Fri Jan 02, 2015 10:58 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 273927
Re: [MOD 0.11.x] The Fat Controller. Remote train management
Sorry, this is the only version uploaded if you change the info.json file it might work with 11.1gex87 wrote:Why it doesn't make sense? I use other Mods that doesnt updatet yet. So i have to play 0.11.1. Simple isnt it?That doesn't make sense. Use current alpha!
- Thu Jan 01, 2015 8:53 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: Request for interface
Could you add an interface for other mods to get the stored liquid when the train is stopped? Sorry, I was away for xmas. This has been added in v0.0.8. I noticed v0.0.7 restored the tiny size of the invisible tank -- problem is, I rather liked the larger one, as it made it easier to check on the t...
- Wed Dec 17, 2014 11:57 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Hello JamesOFarrell Since ssilk posted this , and i thank him for doing it , i have a Question. Am I allowed to use your Mod in my Modpack. Its a Simple Question with a Simply Answer , "Yes" or "no" , If you say "no" then give me Please a Reason like (: i dont want my ...
- Tue Dec 16, 2014 10:28 am
- Forum: General discussion
- Topic: Modpacks - doing it right
- Replies: 40
- Views: 15200
Re: Modpacks - doing it right
There was once a discussion related to licenses for mods posted on the forum, if either of the suggestions in that thread had been implemented this would be a non-issue. Until there are clear rules about licenses for mods this sort of thing is going to keep happening. Please fix the root cause of th...
- Mon Dec 15, 2014 7:09 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
(X/Post from factorio subreddit) I'm using the Railtanker mod (amongst others) and I have run into a problem. I had a train with 1 engine, and 2 tankers, I used V to cut the link between them all and then some time later tried to remove them. The engine and the centre tanker were removed with no pr...
- Wed Dec 10, 2014 7:36 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I don't know what you Guys Talk LOL :D I am Happy that the mod Works we have it now in use on an 20H map with about 30 mods or so and it works Perfect no Problems at all :mrgreen: :mrgreen: :mrgreen: :mrgreen: Thanks for that Great Mod :) I hope you Continoue with this mod and could add more to it ...
- Wed Dec 10, 2014 7:32 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] For more Trains or Waggons
- Replies: 4
- Views: 2615
Re: [Request] For more Trains or Waggons
https://forums.factorio.com/forum/vie ... =32&t=3926
I have plans of resurrecting electric trains but the rest of it will die unless someone else picks it up. I didn't use it enough to justify spending time working on it. It is all licensed under MIT so anyone can re-release it.
I have plans of resurrecting electric trains but the rest of it will die unless someone else picks it up. I didn't use it enough to justify spending time working on it. It is all licensed under MIT so anyone can re-release it.
- Wed Dec 10, 2014 7:27 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
i did indeed. Not sure what happened there. That's where the issue came from. The entity passed to OnEntitiDIed was valid but not the references I stored to it in the lua table. As for the lua docs, they need someone to go through them. FreeER used to keep them up to date but no one has spent time ...
- Wed Dec 10, 2014 7:20 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] For more Trains or Waggons
- Replies: 4
- Views: 2615
Re: [Request] For more Trains or Waggons
If you dig around in the mod WIP forum most of the work for this is already done in the wagons mod. Here is the google drive folder that has a version for 0.11 that just need debugging.
- Wed Dec 10, 2014 6:28 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I do believe you mis-attributed that 1st quote :shock: As for the call, I was referring to when the RailTanker dies, to use the OnEntityDied event to trigger deleting the associated storage tank. If that's what you responded to, then I guess nevermind. Sorry to hear that the script's not behaving a...
- Wed Dec 10, 2014 4:22 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Two things - for quick-and-dirty "I need oil now so I'm just going to use a car" (liquid transport by car, please?), and for the nuclear power mod. If it weren't for nuclear power requiring it, I'd try to remove the item altogether. (On a related note - a modular car / tank would be aweso...
- Wed Dec 10, 2014 2:25 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
I'd love to know more. What was the bug, what was the hacky fix, what was the problem with said hacky fix, what was the proper fix? Great mod by the way. I just wish I could get rid of oil barrels altogether. The mod works by creating an invisible storage tank every time a rail tanker stops. It doe...
- Wed Dec 10, 2014 12:45 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
It should be. Unless they are doing something funky (they are not) it should workAlphaRaptor wrote:Is this mod also compatible with other Liquid's , Like Lava(DyTech) and Hydrogen(Bob's Mods)
- Tue Dec 09, 2014 10:22 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 342909
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
After thinking about this issue overnight I've reverted to the 0.0.4 codebase and fixed the issue properly. If you used 0.0.5 or 0.0.6 your best bet is to remove the mod, load the save, save the game and re-add 0.0.7. I think I've taken the mess I created with those versions into account but because...
- Tue Dec 09, 2014 9:48 pm
- Forum: Modding help
- Topic: Train coupling and decoupling
- Replies: 16
- Views: 11305
Re: Train coupling and decoupling
When this thread came around I wanted to validate my memory of what I had done in the past so I made a sandbox world in peaceful mode, plopped down a simple rail line and created a fake player via the console and started playing around with everything tring to remember what I had done in the past s...
- Tue Dec 09, 2014 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Savegame causes desync
- Replies: 3
- Views: 1067
Re: [0.11.1] Savegame causes desync
Cube, this was most likely the biter pathing desync issue
- Mon Dec 08, 2014 10:37 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 90431
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Just a theory here and I know it would be less than ideal but what about having a clearly indicated section in one of the mod's files where one could go paste their blueprint strings? That would work for single player games but everyone has to have the same mods for multiplayer games. so if anyone ...