Search found 91 matches

by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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...
by kds71
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

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?
I'm using Factorio 0.12.20 with this mod and everything is working fine.
by kds71
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

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.
Hey, compiling can be a lot of fun!
by kds71
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...
by kds71
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.
by kds71
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...
by kds71
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

ssilk wrote:I would like to move this to helper mods. any reasons against?
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.
by kds71
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...
by kds71
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

__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
I couldn't reproduce this error, but I think I managed to fix it in v1.1.6. Sorry for inconvenience.
by kds71
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.
by kds71
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.
by kds71
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...
by kds71
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.
by kds71
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

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?
Have you tried saving and reloading the game?
by kds71
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 ...
by kds71
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.
by kds71
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...

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