Search found 66 matches
- Fri Jul 24, 2015 12:52 am
- Forum: Mods
- Topic: [0.12.0 WIP] Tug
- Replies: 13
- Views: 17618
[0.12.0 WIP] Tug
Tug Type: WIP MOD Factorio-Version: 0.12.0 Description: A complete water based mod. License: MIT Started: 11-07-2015 Latest Download-Url: 0.0.2 W.I.P. Do Not use on any valued saves. This is a early version and will likely have lots of changes. Still a good deal of work to be done. My first Big mod...
- Fri Jul 24, 2015 12:04 am
- Forum: Mods
- Topic: [Discontinued] Burner Assembly Machine
- Replies: 7
- Views: 12885
[Discontinued] Burner Assembly Machine
Burner Assembly Machine Factorio-Version: 0.12.0 Description: My version of a Burner Assembly Machine License: MIT Last Release: 23-07-2015 Latest Download-Url: 0.0.2 Klonan made his own version of this mod if you wish to check it out. SMU Introducing my version of a Burner Assembly Machine. The Bu...
- Wed Jul 22, 2015 3:48 am
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: [0.12.0] Filter Inserter
Move Request to 0.12.0 Mods Section Update 1.0.2 *fixed migrations not working in 0.12.0 *Disabled the smart inserter technology change for mod compatibility. *If you are playing with the Side Inserters Mod, then go into the config of my mod and set sideinsters to "true" to enable side ins...
- Wed Jul 22, 2015 3:31 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Side Inserters
- Replies: 130
- Views: 106200
Re: Side Inserters [1.0.0]
Hello I made a mod making an inserter. My Mod After seeing your mod I wanted our two mods to be able to play nicely together with out one looking out of place. Well i just updated it so that, it too, can have side inserters of my custom inserter. So if players set sideinserters to true within my mod...
- Sun Jul 19, 2015 1:47 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Electric Walls (not Force Field)
- Replies: 14
- Views: 21120
Re: [MOD 0.11.x] Electric Walls (not Force Field)
^^^^ Thank you. I have some nice ideas of how to remake these walls into working electric walls. I will be making a new thread, possibly later today. The 0.12.0 update has some new rules when making mod threads; I just have to do some reading as I don't want the first post pointing out that I made t...
- Sat Jul 18, 2015 7:33 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Electric Walls (not Force Field)
- Replies: 14
- Views: 21120
Re: [MOD 0.11.x] Electric Walls (not Force Field)
Genhis We haven't heard from you in some time. Would it be fine If I took over your mod and further develop it for you? If not I understand. I still want your mod to be good so I want to help you fix the problems you currently have in the mod. Firstly The Textures You have 3 problems that are causin...
- Thu Jul 16, 2015 1:35 am
- Forum: Mods
- Topic: [MOD 0.11.17+] Replacable poles
- Replies: 6
- Views: 10896
Re: [MOD 0.11.17+] Replacable poles
Hi WildWolf Firstly this is a great mod, but you have alot of code that's just taking up space, and can possibly interfere with other mods. You copied the complete codes for the entities when all that is needed is four lines of code. Try this out. Replace what is in your entity.lua with this code in...
- Wed Jul 15, 2015 7:35 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
Bad and Good News. I was sick. That's the bad news. The good news is I had some time to work on my mods. I have been working on one big mod, but also a few small ones. One of the small ones turned out fairly good. I made my version of a burner assembly machine. It actually not bad try it out. I even...
- Tue Jun 23, 2015 12:00 am
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
^Nafen^ Glad you like the mod. The filter inserter has the same idle drain as every inserter, but power usage is the mid point between a fast inserter usage and a smart inserter usage. I thought the mid point was a good idea. energy_per_movement = 6000, energy_per_rotation = 6000, I don't completely...
- Wed Jun 17, 2015 11:55 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
New Update. I think this is the final version of the mod. It's what I wanted it to be. Now I will start another project. My next mod. 0.0.3 -https://www.dropbox.com/s/9whnt0m0z5eoh2d/filter_inserter_0.0.3.zip?dl=0 *Balanced the power usage of filter inserter. *Refined textures. *Added Changelog.txt
- Tue Jun 16, 2015 12:50 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
New Release filter_inserter_0.0.2 *change science pack 3 crafting recipe. Makes it a little cheaper, but the assembly lines making blue science does NOT need to be Re-Configured. *added credits.txt listing anyone who helped me make this mod. I have to go to work now. It will take me a while to get b...
- Tue Jun 16, 2015 4:09 am
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
^Takezu^ Oh I see now. Wow I was way off base I have not made a change to the (blue) science pack 3 recipe. I understand now. Looks like I have not play tested long enough after all. I will look into this and probably come out with an update. Yep that would get very tedious at that point. Since the ...
- Tue Jun 16, 2015 3:29 am
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
^^^ Thank you for your interest. The technology that unlocks the smart inserter has changed, it is now unlocked via "advanced circuits" before it was "circuits". The amount of science packs were not changed at all. I basically just moved the recipe to a higher tier technology to ...
- Mon Jun 15, 2015 5:30 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
Re: Laige Co. Mods
^Peter34^ Thank you for your interest. The filtering is done how the smart inserter would handle filtering without any red wire or green wire (the circuit network) added to it. If I understand you correctly - what it is set to filter is what it will pick up; not what it will leave alone. It is basic...
- Mon Jun 15, 2015 5:17 pm
- Forum: Mods
- Topic: [Discontinued] Filter Inserter
- Replies: 15
- Views: 25144
[Discontinued] Filter Inserter
Filter Inserter Factorio-Version: 0.12.X Description: Re-adding a removed Inserter! License: MIT Last Release: 21-07-2015 Latest Download-Url: 1.0.2 Introducing Filter Inserter which brings back a removed inserter that was replaced by the Smart Inserter. Wiki Filter Inserter Info The Filter Inserte...
- Mon Jun 15, 2015 2:49 pm
- Forum: Modding help
- Topic: [Solved] Remove "unlocking" of a recipe from a tecnology
- Replies: 2
- Views: 1614
Re: Remove "unlocking" of a recipe from a tecnology
^^^
Thanks that works great.
Thanks that works great.
- Sun Jun 14, 2015 5:35 pm
- Forum: Modding help
- Topic: [Solved] Remove "unlocking" of a recipe from a tecnology
- Replies: 2
- Views: 1614
[Solved] Remove "unlocking" of a recipe from a tecnology
Hi I am playing around making a mod. I am trying to move smart inserters to a higher tech that unlocks the the recipe. Well I did that but now I need to remove it from the lower tech. This is what I have, but the removing part is throwing out errors. I'm not sure how this is incorrect though. --Movi...
- Wed Jun 10, 2015 11:34 pm
- Forum: Mods
- Topic: [0.11.x]Item Count 0.0.1
- Replies: 16
- Views: 34715
Re: [0.11.x]Item Count 0.0.1
Been using this for a days. Very useful. Thank you.
- Sat Jun 06, 2015 7:38 pm
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 68014
Re: [0.11.22] Automated Red Alert harvesters 0.0.2
I am just going off the c&c story line for the first Tiberium War. The storyline tells us that tiberium was going to be a source of unlimited energy solving all humanities problems. GDI and NOD started fighting as tiberium was rather rare at first. In game-play though it was just a type of money...
- Fri Jun 05, 2015 10:28 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 35373
Re: [MOD 0.11.x] Artillery Cannon - v1.0.1
Very nice mod. Like you said in your ToDo List Minimum range is the only thing missing.