Search found 402 matches

by JamesOFarrell
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.
by JamesOFarrell
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
by JamesOFarrell
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...
by JamesOFarrell
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.
by JamesOFarrell
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.
by JamesOFarrell
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 ...
by JamesOFarrell
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...
by JamesOFarrell
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

kovarex wrote:Explaining that the release is not going to be today:
How it really went
Image
by JamesOFarrell
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 :D
by JamesOFarrell
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 ...
by JamesOFarrell
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...
by JamesOFarrell
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.
by JamesOFarrell
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...
by JamesOFarrell
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...
by JamesOFarrell
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.
by JamesOFarrell
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...
by JamesOFarrell
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

Estensia wrote:ohw wauw, you're fast :). Is this in the 0.12.0 release?
I doubt it buddy, this is just a list for reference not a list of things anyone is adding to anything
by JamesOFarrell
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

Estensia wrote:Is it possible to add this?
not only is it possible, it is done
by JamesOFarrell
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

Kikkers wrote:Could you add these please?
Done and done, I've also added a request from Trangar
by JamesOFarrell
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

Devildog wrote:@ James, how many trains did you get it to work on till the game started to grind.
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.

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