Search found 91 matches
- Sat Jan 23, 2016 10:20 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.16] Upgrade planner - v1.1.9
Are you using any other mods? I'm playing Factorio 0.12.21 and everything is fine. It was ok with 0.12.20 as well. Edit: I just uploaded v1.1.8 of this mod, it contains a fix for potential conflicts with other mods that add a custom deconstruction planner. Edit 2: Looks like I forgot to remove debug...
- Fri Jan 22, 2016 11:38 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26616
Re: [MOD 0.12.20] Complete research overhaul
Sorry for not replying for a long time. I was playing with this mod, balancing and testing it and I have to say that I'm not satisfied with the result. What become of this mod isn't what I wanted to achieve. I had to rethink the initial idea and eventually I decided that I want to make even more dra...
- Thu Dec 24, 2015 11:58 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26616
Re: [MOD 0.12.20] Complete research overhaul
any plans on making it bob's mods compatible? Maybe in the (somehow distant) future, it will take a lot of time to ballance it for vanilla. Once I'm done with that I will see what can I do next :) Edit: I've spent some time playtesting this mod and I have to say that I'm enjoying it so far. However...
- Thu Dec 24, 2015 7:18 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26616
[MOD 0.12.20] Complete research overhaul
Type: Mod Name: Research overhaul Description: Completely changes the way research is done in Factorio. Please read the long description for details. License: Public Domain Version: 0.0.1 Release: - Tested-With-Factorio-Version: 0.12.20 Category: Overhaul Tags: Research Download-Url: research-overha...
- Sat Dec 19, 2015 10:58 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.16] Upgrade planner - v1.1.7
I'm using Factorio 0.12.20 with this mod and everything is working fine.FryLad wrote:Quick question (Kinda stupid)
Does this mod work with 12.20?
if not, how do I downgrade the version to one that works?
- Fri Dec 04, 2015 5:53 pm
- Forum: News
- Topic: Friday Facts #115 - The power switch
- Replies: 66
- Views: 54503
Re: Friday Facts #115 - The power switch
Hey, compiling can be a lot of fun!Compilation times in C++ suck. The fact that I have to wait 3 and half minute whenever Factorio is recompiled makes me impatient and ineffective.
- Sun Nov 01, 2015 1:46 am
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 40014
Re: [MOD 0.12.1] Displaying range of turrets [v1.1.1]
I just uploaded v1.1.2 of this mod, it is now compatible with Factorio v0.12.16. Sorry for the delay. Might there be a way to render the range indicator with a single entity per turret? The only thing that comes to my mind is to create multiple entity types - one for each range. The problem with thi...
- Sun Nov 01, 2015 1:42 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Sorry for the delay, I have been busy with other stuff. I just uploaded v1.1.7 which is compatible with Factorio 0.12.16. Thanks for your patience.
- Fri Aug 28, 2015 5:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Is "Upgrade Planner" button really necessary? The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint. Both ways could be available with option to hide the big and ugly button :lol: I don't think that accessing GUI with right clicking is po...
- Fri Aug 21, 2015 8:07 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Sure thing, I wasn't sure where I should post it. How about my other mod, displaying range of turrets? I think it is similar in way it works.ssilk wrote:I would like to move this to helper mods. any reasons against?
- Fri Aug 21, 2015 4:38 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Is it possible to add feature to replace building of different types, as long as their size is the same? I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant. It w...
- Thu Aug 20, 2015 8:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
I couldn't reproduce this error, but I think I managed to fix it in v1.1.6. Sorry for inconvenience.__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
- Thu Aug 20, 2015 9:33 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.5
The problem with GUI button not appearing is fixed in v1.1.5, sorry about that.
- Mon Aug 17, 2015 8:28 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
If you mark a belt for deconstruction, robots will take items from it before deconstructing it. Same thing with chests - if you mark a chest for deconstruction it will have to be emptied first.
- Mon Aug 17, 2015 7:38 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
I would really like it if it didn't pick up the items on the belts, that breaks the mod for me since i don't want all of the items on my belts in storage chests everywhere, even if it is a one-time thing. I would appreciate an option to not take the items from the belts. Basically it works like a n...
- Sat Aug 15, 2015 7:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Hm perhaps there is a conflict with some other mod, you have plenty of them. I will try to install same mods as you have and look into it.
- Sat Aug 15, 2015 3:29 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Have you tried saving and reloading the game?I'm trying this mod, but I can't find the "Upgrade planner" button to open the GUI.
I'm playing on my own dedicated server, I have the yellow blueprint in my belt, I see buttons from other mods. Any advice?
- Sat Aug 15, 2015 7:36 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Found a small bug, not bad if you patient for the bots. 1. If you select something with upgrade planner, wait till blueprints show up, it will clear the blueprint if you select with the upgrade planner again. Hm it shouldn't be hard to fix, I could just disallow planner from cleaning ghosts. There ...
- Fri Aug 14, 2015 9:23 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 211397
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Version 1.1.4 released - I fixed a bug that would make impossible to select some items for upgrade / deconstruction in the planner configuration.
- Thu Aug 13, 2015 8:42 am
- Forum: Mods
- Topic: [MOD 0.12.16] Displaying range of turrets [v1.1.2]
- Replies: 28
- Views: 40014
Re: [MOD 0.12.1] Displaying range of turrets [v1.1.0]
Wait, so there is a turret_range property that allows you to read the range of a turret? I couldn't find it anywhere, I have to check it out! Thanks for the tip. Edit: Awesome, it worked! Uploading new version of the mod right now. I removed "turrets_range" variable, now my code looks like...