Search found 402 matches
- Sat Jul 18, 2015 5:46 am
- Forum: Mods
- Topic: [Mod 0.11.x] Belt Blocker
- Replies: 29
- Views: 39167
Re: [Mod 0.11.x] Belt Blocker
This mod won't work anymore due to the changes in 0.12 belt physics. Sorry.
- Sat Jul 18, 2015 4:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] More Light - Bigger light radius
- Replies: 17
- Views: 58601
Re: [Mod 0.11.x] More Light - Bigger light radius
Fixed first post with new format and added a license to the mod. There is no point in updating to this version is you have 0.0.1 already
- Sat Jul 18, 2015 4:41 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 341844
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
New version in for 0.12 is in the first post. There were some changes in 0.12 to make modders lives easier but I haven't really taken advantage of them yet so I expect to release another version later on. This should get you up and running though. Any moderators, feel free to move this thread to the...
- Sat Jul 11, 2015 2:09 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272892
Re: [MOD 0.11.22] The Fat Controller. Remote train management
New version fixes bugs that stop TFC loading in some saves. Should now work with the one minute rocket defense map floating around.
- Sat Jul 11, 2015 2:05 am
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 73313
Re: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
v1.0.0 is up. It really shouldn't be called v1.0.0 but i figure this is the last release of PocketBots so why not. Should work with Bobs Improved Bots now, thanks cpw.
- Sat Jul 11, 2015 1:56 am
- Forum: Modding help
- Topic: Power Armor Enhancement
- Replies: 35
- Views: 11633
Re: Power Armor Enhancement
The only thing I can think of is to attach an accumulator-type object to the player. It will drain energy and allow you to retrieve that energy for other purposes. This is the answer. Teleport an accumulator around with the player that has no sprite and a ghost collision mask. Keep the energy full ...
- Fri Jul 10, 2015 8:53 pm
- Forum: Ideas and Suggestions
- Topic: Love the Game - My Suggestions
- Replies: 6
- Views: 2396
Re: Love the Game - My Suggestions
Some of this is available now. The thing I most often run into is the irritating need to rebuild my blueprints every new game. It would be nice to have the game "save" a number of blueprints to persist from one game to the next - just to avoid the trouble of having to recreate them each ti...
- Fri Jul 10, 2015 8:43 pm
- Forum: General discussion
- Topic: Factorio development explained in gifs
- Replies: 133
- Views: 313943
Re: Factorio development explained in gifs
How it really wentkovarex wrote:Explaining that the release is not going to be today:
- Fri Jul 10, 2015 8:19 pm
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70276
Re: Friday facts #94 - No 0.12 Release today
I think a t-shift with a power armor grid would look pretty cool.
Edit: I should also say, congrats on getting engaged
Edit: I should also say, congrats on getting engaged
- Thu Jul 09, 2015 10:45 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 73313
Re: [MOD 0.11.x] Pocket Bots. Construction bots for your pocket.
Why? It's not like that'll be back ported to 0.11.. If someone is playing bobs mods and pocket bots together, this is a nice to have, surely? 0.12 will be pretty unstable for a while so this is probably not a bad idea. I'll put it in this weekend and fix the annoying player is treated as something ...
- Wed Jul 08, 2015 3:25 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272892
Re: [MOD 0.11.22] The Fat Controller. Remote train management
I have found a bug James, I'm not sure if its been mentioned yet or if you are still working on this due to it going into the game soon. If you have a name length of your station/stop that exceeds 25 characters the train will give a no path signal. My network worked fine until I added your mod to b...
- Wed Jul 08, 2015 1:45 am
- Forum: General discussion
- Topic: Who is back for .12 !
- Replies: 22
- Views: 13487
Re: Who is back for .12 !
I came back for 0.11.22 and have been back since then. Can't wait to get my hands on 0.12.
- Mon Jul 06, 2015 10:03 am
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24347
Re: [0.11.22] Command Control - Remote viewing and management
Awesome, thanks for the fix! I'm really loving this mod and have been trying to use it on my main save but I'm hitting some other issues and have some requests (sorry!) I added all the radars on my map and the window went off my screen. Some sort of list management is going to be needed, either by b...
- Sun Jul 05, 2015 1:36 am
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24347
Re: [0.11.22] Command Control - Remote viewing and management
I just hit a bug. "Error while running the event handler: __commandcontrol__/radar_system.lua:33:LuaEntity API call when LuaEntity was invalid". It happens if you mine or destroy a radar when it had a gui open. Also, a feature request, can you add the radars to the list when the player wal...
- Sun Jul 05, 2015 12:21 am
- Forum: Mods
- Topic: [0.11.22] Command Control - Remote viewing and management
- Replies: 14
- Views: 24347
Re: [0.11.22] Command Control - Remote viewing and management
This is an awesome idea. I will be adding this my list of must have mods. I like how it just re-purposes radars instead of adding more items and recipes.
- Thu Jul 02, 2015 12:17 pm
- Forum: Mods
- Topic: [WIP]crude oil proccesing[0.0.2]
- Replies: 8
- Views: 10065
Re: [WIP]crude oil proccesing[0.0.2]
Great mod, just a small but. The info.json file has the wrong version, it needs to be the same as the folder name It looks like one of those thing that should belong in a bigger mod. I disagree, this is a great idea on its own. it has made my RSO map playable again. Every mod doesn't need to add lot...
- Mon Jun 29, 2015 10:51 am
- Forum: Implemented mod requests
- Topic: A bunch of API requests
- Replies: 7
- Views: 7392
Re: A bunch of API requests
I doubt it buddy, this is just a list for reference not a list of things anyone is adding to anythingEstensia wrote:ohw wauw, you're fast . Is this in the 0.12.0 release?
- Mon Jun 29, 2015 10:02 am
- Forum: Implemented mod requests
- Topic: A bunch of API requests
- Replies: 7
- Views: 7392
Re: A bunch of API requests
not only is it possible, it is doneEstensia wrote:Is it possible to add this?
- Mon Jun 29, 2015 7:53 am
- Forum: Implemented mod requests
- Topic: A bunch of API requests
- Replies: 7
- Views: 7392
Re: A bunch of API requests
Done and done, I've also added a request from TrangarKikkers wrote:Could you add these please?
- Sat Jun 27, 2015 10:29 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Moving Block Signals
- Replies: 6
- Views: 11692
Re: [Mod 0.11.x] Moving Block Signals
Using this on a map with 30 trains and a large network knocks 10 to 15 fps off the game. So it is pretty unusable on medium to large train networks.Devildog wrote:@ James, how many trains did you get it to work on till the game started to grind.