Search found 261 matches

by Thomasnotused
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.
by Thomasnotused
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

Yarlin wrote:Does this mod add upgrades from other mods or only vanilla?
I'm using it with Bob's Mods and it works as intended.
by Thomasnotused
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.
by Thomasnotused
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...
by Thomasnotused
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...
by Thomasnotused
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?)
by Thomasnotused
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!
by Thomasnotused
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...
by Thomasnotused
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...
by Thomasnotused
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.
by Thomasnotused
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"?

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.
Would it re-apply the text the next I save?
by Thomasnotused
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?
by Thomasnotused
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)

Trev_lite wrote:i can confirm that this mod does not work with 12.24
If you just do the 'game to script' thing, it works fine.
by Thomasnotused
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...
by Thomasnotused
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...
by Thomasnotused
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...
by Thomasnotused
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."
by Thomasnotused
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'...
by Thomasnotused
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
by Thomasnotused
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

jeroon wrote: does this new version help? I disabled on_load, since on_tick is checking if the UI already exists.
Yup! Error doesn't show up anymore.

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