Search found 34 matches

by Tristitan
Sun Aug 07, 2016 7:38 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 163703

Re: [MOD 0.12.x|0.13.x]Factorio Extended 0.1.9

hello, great mod, i love playing it and am looking forward to the next update, one small problem i have found is that with the mark 2 and mark 3 wagons they do not sit right on the track compared to the normal wagon, instead of 1 space between them there are 2 spaces, is this intended or a bug?
by Tristitan
Sun Aug 07, 2016 1:00 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227873

Re: [MOD 0.12.x] Autofill

thank you for the update it was very helpful and makes my game really fun to play
by Tristitan
Wed Aug 03, 2016 7:29 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227873

Re: [MOD 0.12.x] Autofill

Nexela wrote:Added to my todo list. I will take a peek at it sometime this week.
thank you very muchly
by Tristitan
Wed Aug 03, 2016 6:11 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227873

Re: [MOD 0.12.x] Autofill

Would anyone be interested in a feature that will refill the item held in your hand if its available in your current vehicles inventory? And if so should it refill the stack every time an item is placed or only when the last item is placed? sounds good, also while i am here can i please ask you to ...
by Tristitan
Tue Jul 05, 2016 1:34 pm
Forum: Bob's mods
Topic: [0.12.x][0.12.4]Bob's Mining mod
Replies: 46
Views: 45550

Re: [0.12.x][0.12.4]Bob's Mining mod

i had a look around my game, i tired to run the command to turn the pump jacks off and go back to the water pump but it does not work in my game, it looks like ground-water is not a resource in my game even though rso does have it in the config for bob's, i am not entirely sure but i am using 3 or a...
by Tristitan
Tue Jul 05, 2016 12:58 am
Forum: Bob's mods
Topic: [0.12.x][0.12.4]Bob's Mining mod
Replies: 46
Views: 45550

Re: [0.12.x][0.12.4]Bob's Mining mod

hello, when i tried the command in my game it gave me the error sayiong that ground-water (a nil walue), just wondering what i have done wrong, also do the water pump jacks work on a water well?, and how do i turn that on?
by Tristitan
Thu Mar 17, 2016 1:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227873

Re: [MOD 0.12.x] Autofill

Hello, love this mod, i was wondering if you could add the magazines and turrets from factoio extended to this mod please, also i dont know if this is a bug but you have the turert from ammobox setup in the files but it does not actually autofill, is it because of yhe requester chest in the gun?,
by Tristitan
Sat Jan 23, 2016 10:25 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181727

Re: Bob mods for 0.12

hey, i love this set of mods and use it all the time now, i was wondering if it would be possible to change the icons for the area miners so they are easy to tell difference from normal miners, also mabe put a number on the normal and area miners so they change be seen?
by Tristitan
Sun Oct 25, 2015 8:33 pm
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36515

Re: [0.12.X] TimeButtons

to get it to work in 12.12 a quick fix would be to open the control.lua on speedbuttons in notepad or something like it and then find and replace game.on with script.on, as far as i can see it works well the only problem with it is that you dont have the menu's for the controls, hopefully the origin...
by Tristitan
Sun Aug 23, 2015 11:47 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 112033

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

bobingabout wrote: you don't NEED to have it turned off, you could just run on burner mining drills untill you can make the basic electronics board. A bit of a pain, but possible.
you are correct, maybe when i start a new game i will give it a go
by Tristitan
Fri Aug 21, 2015 4:47 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 112033

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

thats correct, and because of this you need to have the override turned off atm, the bad thing about this is that you lose some of the dytech stuff like higher count for belts and the ability to build 3 item recipes in the assembler 1
by Tristitan
Thu Aug 20, 2015 6:55 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 211474

Re: [MOD 0.12.1] Upgrade planner - v1.1.4

i am also have the same issue, the button is not showing up to change preferences
by Tristitan
Thu Aug 20, 2015 6:25 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 112033

Re: [0.11.22/0.12.x][v0.12.2] Bob's Electronics

hello, great set of mods and i am really enjoying them, i have found a slight issue though, if you have dytech installed and don't turn off the override on, you cant make basic mining drill and some of the other basic equipment without getting to the 2nd level circuits, can this be fixed or will i h...
by Tristitan
Sun Aug 09, 2015 7:26 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331239

Re: [MOD 0.12.x] Treefarm REDUX

hey i was playing treefarm with a few other mods and this happened
by Tristitan
Thu Jul 30, 2015 12:50 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182834

Re: [0.12.x] RSO Discussion thread

hello, love this mod, its especially good now with being able to use the map creation to change the ores, would it be possible to add Dark Matter Replicators mod to the list of supported mods?
by Tristitan
Sat Jul 25, 2015 11:51 am
Forum: Mods
Topic: [12.?] Item Collector
Replies: 0
Views: 2609

[12.?] Item Collector

Item Collector mod updated for 0.12

link https://forums.factorio.com/forum/vie ... +collector

only basic testing done
Item Collectors_1.1.4.zip
(16.06 KiB) Downloaded 344 times
by Tristitan
Thu Jul 23, 2015 6:37 am
Forum: Mods
Topic: [MOD 0.12.x] Item Collectors
Replies: 36
Views: 44419

Re: [MOD 0.11.x] Item Collectors

Excellent mod, any chance you will upgrade it to run in 0.12? *****Update***** i begged a friend of mine to help and we managed to get it working, here is a link to the unofficial update https://forums.factorio.com/forum/viewtopic.php?f=120&t=14062 Rseding91, please feel free to use the control ...
by Tristitan
Thu Jul 23, 2015 2:06 am
Forum: Mods
Topic: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)
Replies: 13
Views: 20704

Re: [0.11.18+](1.0.0) Void Chest (Now With Flavors!)

hey, i really like this mod, thank you for making it, i was wondering if you were planning to upgrade it to 0.12?
by Tristitan
Mon Jul 20, 2015 11:38 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181727

Re: Bob mods for 0.12

okay just had a friend who is a programmer look at it and we have got it working with this temporary workaround in the info.json file of the treefarm ac, replace the dependencies line with "dependencies": ["base >= 0.12.0","Treefarm-Lite >= 0.2.0", "? bobwarfare&qu...

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