Search found 261 matches
- Fri Apr 01, 2016 1:42 am
- Forum: Mods
- Topic: [MOD 0.12.29] April Fool's Mod 7.7.7
- Replies: 13
- Views: 11382
Re: [MOD 0.XII.XXIX] AFM 7.7.7
Damn time zones, it's not April 1st yet for me, so I guess I can't download this mod.
- Wed Mar 30, 2016 5:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 212993
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
I'm using it with Bob's Mods and it works as intended.Yarlin wrote:Does this mod add upgrades from other mods or only vanilla?
- Wed Mar 30, 2016 5:53 pm
- Forum: Mods
- Topic: ATV (All Terrain Vehicles) PRE-PRE-ALPHA 0.0.1
- Replies: 2
- Views: 1766
Re: ATV (All Terrain Vehicles) PRE-PRE-ALPHA 0.0.1
Hehe, looks like you forgot to put a download link in your post.
- Wed Mar 30, 2016 3:09 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 291549
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
Bob, I have a late-game / finished high throughput factory including all your mods. I have noticed a consistent (at all phases of game and sizes of factory) shortage of chlorine that cannot be automated away through additional salt-water electroloysis because of the enormous excess of sodium hydrox...
- Wed Mar 30, 2016 4:05 am
- Forum: Mods
- Topic: [.13-1.1.108] Aircraft (1.8.8)
- Replies: 187
- Views: 127683
Re: [0.12.29] Aircraft (1.0.3) New Planes!
Well, seeing as how I have nothing better to do, I may as well work on this. I'm open to suggestions, so get to it peeps! In the meantime, I've released 1.0.4, which does a lot of balancing work and finally adjusts those pesky headlights! (I had to restart the game 126 times to get it where it is no...
- Tue Mar 29, 2016 10:13 pm
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15695
Re: [Mod 0.12.29] Space Factorio 0.2.1
Hey, I finished building the planetary cargo ship, and was just wondering if this was the current end of the mod (until later?)
- Fri Mar 25, 2016 2:49 am
- Forum: Mods
- Topic: [MOD 0.12.x] Powered Entities (0.3.0)
- Replies: 29
- Views: 31731
Re: [MOD 0.12.x] Powered Entities
I haven't downloaded it yet, but this could be a real gamechanger for making SUPER compressed setups!
- Mon Mar 21, 2016 4:00 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127036
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Can't wait! I really like this mod so far and I was hoping to make an underground area mod myself but I'm still learning how to program in LUA coding. I've been working on a factory decoration overhaul pack for factorio and If you'd like, I could assist with some visual assets if needed. Here's a s...
- Sat Mar 19, 2016 10:31 pm
- Forum: Mods
- Topic: [.13-1.1.108] Aircraft (1.8.8)
- Replies: 187
- Views: 127683
Re: [0.12.20+] Aircraft (1.0.3) NEW PLANES!
The post made me make an account, SERIOUSLY ? you can't fucking say it's okay to steal a mods because the mod owner haven't been around, it's the owner right to not update the mod and take it to the grave with him you maybe speak for the community but it is not right, seriously people that is so no...
- Mon Mar 14, 2016 4:05 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 57621
Re: [MOD 0.12.26] Laser Beam Turret
Is this compatible with Bob's Mods? Please say yes, I want this so bad.
- Sat Mar 05, 2016 9:49 pm
- Forum: Gameplay Help
- Topic: Can you disable "rocket launched without satellite"?
- Replies: 3
- Views: 2177
Re: Can you disable "rocket launched without satellite"?
Would it re-apply the text the next I save?prg wrote:Unzip the save game, edit the control.lua and remove the game.show_message_dialog{text = {"gui-rocket-silo.rocket-launched-without-satellite"}} line towards the end.
- Sat Mar 05, 2016 9:36 pm
- Forum: Gameplay Help
- Topic: Can you disable "rocket launched without satellite"?
- Replies: 3
- Views: 2177
Can you disable "rocket launched without satellite"?
I'm using the Ion Cannon mod, and the game doesn't recognize it as a satellite, so each time I launch one, the message pops up telling me I launched an empty rocket. Is there a way to disable that message?
- Fri Mar 04, 2016 2:55 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Better Vehicle Control (0.12.2)
- Replies: 7
- Views: 24539
Re: [MOD 0.12.x] Better Vehicle Control (0.12.2)
If you just do the 'game to script' thing, it works fine.Trev_lite wrote:i can confirm that this mod does not work with 12.24
- Thu Mar 03, 2016 1:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 33887
Re: [MOD 0.12.x] STRS - Radar Systems
Seems pretty well balanced. I've mainly used LR so far, the power draw on it seems reasonable. I could see it costing a bit more to make. (Possibly 5 Red Circuits & 10 Steel Plates + current cost. [Still negligible for the gains]). And when you get around to modeling them I wouldn't mind it bei...
- Tue Mar 01, 2016 3:44 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127036
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and now they don't. ok, this is weird, switching from 0.12.23 to 0.12.24 shouldn't cnahge a thing ... is it when the game is loading (splash screen) or inside the game, a...
- Tue Mar 01, 2016 12:00 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127036
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Running with 12.24 supplies the error: "error in assignID, item name with 'tunnel-entrance' does not exist." which version of subsurface are you running ? Tried 0.0.3 from the main post, and the one you attached above, both have the same issue. They worked before I updated to 12.24, and n...
- Mon Feb 29, 2016 4:05 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 127036
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Running with 12.24 supplies the error:
"error in assignID, item name with 'tunnel-entrance' does not exist."
"error in assignID, item name with 'tunnel-entrance' does not exist."
- Fri Feb 19, 2016 3:17 pm
- Forum: Mods
- Topic: [MOD 0.12.x] STRS - Radar Systems
- Replies: 24
- Views: 33887
Re: [MOD 0.12.x] STRS - Radar Systems
Minor bug that I just noticed (and fixed) is that in entity.lua, the impulse radar uses the long range radar's icon. Simple fix, just change the icon = "__STRS__/graphics/icons/lr-radar.png", on line 58 to icon = "__STRS__/graphics/icons/doppler-radar.png", I noticed it when you'...
- Fri Jan 29, 2016 2:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Red Alerts 1.1.2
- Replies: 54
- Views: 62830
Re: [MOD 0.12.22] Red Alerts 1.0.0
Starting up the mod after editing the config, I get a crash on startup
config and error:
http://imgur.com/zukcIqg
http://imgur.com/6lpdNjR
config and error:
http://imgur.com/zukcIqg
http://imgur.com/6lpdNjR
- Wed Jan 27, 2016 8:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Factorio Maps
- Replies: 63
- Views: 94830
Re: [MOD 0.12.x] Factorio Maps
Yup! Error doesn't show up anymore.jeroon wrote: does this new version help? I disabled on_load, since on_tick is checking if the UI already exists.