Search found 530 matches
- Wed May 11, 2016 12:50 pm
- Forum: Mods
- Topic: [MOD 0.15.2+]Useful Space Industry[0.2.8]
- Replies: 63
- Views: 59342
Re: [MOD 0.12.11+]Useful Space Industry[0.2.2](16th October)
Bugs: This mod can stop your other capacitors from being charged from your solar panels. My base ran out of energy during the night even though my solar panels and capacitors are enough to keep my base alive. When I removed the recievers my capacitors started charging again. Also other mods that bu...
- Tue May 10, 2016 5:33 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47832
- Tue May 10, 2016 3:24 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 86250
Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)
Hello jorgenRe, i had the pleasure today to install my first bucket wheel excavator and it's amazing. I saw the picture in the first post but never dreamed that it turns to excavate the area. The Output is also really great. Thanks for your mod. Thanks for your happy reply. Thats the reason why i m...
- Wed May 04, 2016 8:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SolarSatellites
- Replies: 16
- Views: 29528
Re: [MOD 0.12.x] SolarSatellites
Its actually using the code from an earlier version, but lets follow what supercheese saysseronis wrote:How big? When it comes to trivial things a lot of coders are gonna end up writting the exact same thing. Get off your high horse
- Mon Apr 25, 2016 4:27 pm
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15636
Re: [Mod 0.12.29] Space Factorio 0.2.3
Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it. if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then Careful with doing anything with player without ...
- Tue Apr 19, 2016 3:33 pm
- Forum: Mods
- Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
- Replies: 58
- Views: 51962
Re: [Mod 0.12.17+]The Underground(Release 0.0.7)(12.11.2015)
Some time some time !Szentigrade wrote:is this getting updated for multilayer anytime?
Upcoming big full day tests minus the exams which come later:
Though i may have some time in two weeks time !
- Sun Apr 17, 2016 9:30 pm
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15636
Re: [Mod 0.12.29] Space Factorio 0.2.3
Line 52 of control.lua causes a crash when attempting to create world in singleplayer, here's the fix I found for it. if global.space_status == "locked" and game.get_player(1) and read_satellites_sent_from_gui(game.get_player(1).force) then Careful with doing anything with player without ...
- Tue Apr 05, 2016 5:14 pm
- Forum: Mods
- Topic: [Mod 0.12.29] Space Factorio 0.2.4
- Replies: 27
- Views: 15636
Re: [Mod 0.12.29] Space Factorio 0.2.2
Pictures please :D! Good luck on modding! Read satelites already launched on start: --Code by Zwobot function read_satellites_sent_from_gui(force) --game.player.print("Reading #satellites from " .. force.name) for i, player in ipairs(game.players) do local rocket_score = player.gui.left.ro...
- Thu Mar 31, 2016 7:08 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Vampire Biter - V0.0.5
- Replies: 10
- Views: 6272
Re: New Enemy Type - Vampire Biter
Thanks for claryfying my faulty memoryorzelek wrote:One place to not put it is in on_load. There is no acces to game there
It will work in any other - can use mod changed event for initialization.
- Thu Mar 31, 2016 5:47 am
- Forum: Mods
- Topic: [MOD 0.12.30] Vampire Biter - V0.0.5
- Replies: 10
- Views: 6272
Re: New Enemy Type - Vampire Biter
I'm doing something wrong with my force creation, can someone please help me out here. My Control.lua: require("defines") game.create_force('vampire') game.forces['vampire'].set_cease_fire('enemy', false) game.forces['vampire'].set_cease_fire('player', false) Error: __Vampire_Biters__/con...
- Tue Mar 29, 2016 10:56 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
No, I was suggesting that, if I got them working , you could put them into your mod so there would only be one Enemies+ mod. Since some of my ideas are (short range) tunnellers, it would fit with your much longer range tunnellers conceptually. Up to you though, if I get round to them I could make a...
- Tue Mar 29, 2016 10:26 am
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
I had some additional ideas for new enemy types but never got around to them, so I'm glad to see someone adding them! Would you be open to others, if I manage to code them properly? I'm thinking short range diggers (that just pop under one set of walls) as well as some biters that morph characteris...
- Mon Mar 28, 2016 8:19 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Vampire Biter - V0.0.5
- Replies: 10
- Views: 6272
Re: New Enemy Type - Vampire Biter
Will update this post as i go on. - Making the Vampire biters attack other biters – Through ‘Force’ but don’t know how. Nothing yet. - Convert a killed biter to a Vampire biter. Done with ‘events.on_entity_died’, but how do you tell it only if a Vampire Biter did the killing. This one might be a req...
- Sun Mar 27, 2016 4:57 pm
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Harp emiter? Could you describe what it is ?Pohybel wrote:Greate job man i must test this mod listen do u thing about add harp emiter?
- Sat Mar 19, 2016 9:18 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 86250
Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)
"surface = game.surfaces['nauvis']" is attempting to index 'game', which is a nil value Thanks for the bug report :)! But for future bug reports please include everything since it will say which line the problem is at, but this time its fine. Only problem is that that has already been fix...
- Thu Mar 17, 2016 10:37 pm
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26921
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
I really dig this mod. Hehehehe. No but seriously, good shit. Soon as destroying the worm holes stops the invasion I'll be using this regularly. That is great to hear :)! Tomorrow(as of writing this post) is the last school day before easter/oster/påske (the yellow bunny holiday) so i might have so...
- Tue Mar 08, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.x] SolarSatellites
- Replies: 16
- Views: 29528
Re: [0.12.x] SolarSatellites
This mod is atleast 70 % stolen code :evil:! The MIT License (MIT) Copyright (c) 2015 Jørgen Reinnes Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files to Bigdrill, to deal in the Software without restriction, including w...
- Mon Mar 07, 2016 8:48 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 86250
Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)
The ore unloader breaks in multiplayer, consistently causing a desync every time it unloads cargo from a train. This occurred on a headless server with two clients. Hmm yea that is quite possible seeing as its heavily scripted to make it work, but it would be nice if i could get ahold on the log. A...
- Fri Mar 04, 2016 9:43 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 206969
Re: Friday Facts #128 - Back down to earth
I think a loader would be nice for unloading mainly lots of ores and other bulk items which can take a "hit".
- Sun Feb 28, 2016 9:44 am
- Forum: Ideas and Requests For Mods
- Topic: [Request]RTS mod
- Replies: 3
- Views: 2151
Re: [Request]RTS mod
Put mechs to patrol between two points would be fine, and aswell easily doable !