Search found 36 matches
- Thu Jun 11, 2015 9:48 pm
- Forum: Mods
- Topic: [0.11.20] Displaying range of turrets [v1.0.0]
- Replies: 13
- Views: 19138
Re: [WIP][0.11.20] Displaying range of turrets [v0.0.2]
You can read out with data.raw table. Search the site for "turret" then you will find the diffrent categories. I think most mods will add their turrets into these existing categories but if they make their own then you probably will have to adjust your code manually to them. You can read t...
- Thu Jun 11, 2015 8:02 pm
- Forum: Mods
- Topic: Cursed Suggestions
- Replies: 15
- Views: 19078
Re: Cursed Suggestions
I seperated the talent point crafting into 3 diffrent groups. One group for the creating of Tier 1 One for upgrading a lower tier to a higher one One for downgrading a higher tier to a lower one. Additional I added a more specific order. Even though the order system is random this gives a better ove...
- Thu Jun 11, 2015 10:20 am
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.25
I used you mods setup but without beltswitcher, the mod didnt work(at least with 11.22)--> No error; the game loads normally. I didnt used the deactivated mods. To be sure they are not interfering you could copy them to another folder so they wont load at all. You could update to 11.22 to see if thi...
- Wed Jun 10, 2015 5:27 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.25
Can you say me the all mods you have installed. I need to reproduce the error to see what I can do. ( I dont think that the 0.11.20 version is a problem) I chose that if condition randomly and yes it checks fo tungsten ore and I didnt know that bobsores has it too. I will change that to an itemgroup...
- Wed Jun 10, 2015 9:58 am
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.25
Copy this code to prototypes/replication.lua repl_recipe({ tier = nil, -- tier of the recipe/research; determines the needed replicator tier item = nil, -- name of item/fluid to produce icon = nil, -- icon path for the recipe icon time = nil, -- determines how much time is needed to produce the item...
- Mon Jun 08, 2015 7:40 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.25
Ok i will look into it :) if bobs mod has modules without limitations( and thats problem) then a simple condition for that case should fix it :) Edit: Ok added a condition and i was able to start with bobs modules. If you get more errors then report it here and i will try to fix it :) idea to pump i...
- Sat Jun 06, 2015 10:38 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.24
Hmm ok replication lab shoulb be available :( i make a new version tomorow. Sry for that stupid mistakes :/ Edit: Replciation lap is available. at least for me. Are you sure you cant craft it? But yes there is a research which "unlocks" replication lab even though it is already unlocked. S...
- Sat Jun 06, 2015 11:04 am
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.23
I really, really want to enjoy this mod. I find the replicators themselves to be pretty nice (especially the new creatine system), the solar panels and other stuff are easily disabled which is great for running multiple mods with overlapping content, however what I really don't like is starting wit...
- Fri Jun 05, 2015 9:12 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.23
1.0.23 is ready to download. If you start a new world then there would be creatine wells so you dont have to use rare earth to make creatine. So if you play a savegame you dont have access to the wells, so i would really recommend to disable the creatine system. But its nice that it works in the meg...
- Fri Jun 05, 2015 5:52 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.22
I never used replicators to produce wood :) So you think wood needs to much energy/time? Is it only wood or the otehr stuff too? If you dont like the piping, then feel free to deactivate the creatine system :) For the case you have dytech installed: Wait with the deactivation it will throw an error....
- Fri Jun 05, 2015 5:12 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.22
Nothing should break... probably but a backup is a good idea
The changes for the replication time shouldnt be too large.
...
I will fix the the modules
The changes for the replication time shouldnt be too large.
...
I will fix the the modules
- Fri Jun 05, 2015 4:21 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 1.0.22
But if you update, your replicators will overlap if you placed side by side.
For the liquid system the size of the replicators increased to 3x3. They should work but will look ugly
For the liquid system the size of the replicators increased to 3x3. They should work but will look ugly
- Mon Jun 01, 2015 6:15 pm
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 51973
Re: [0.11.22] Replicators 0.2.3
You could add some "raw matter" liquid that is processed by the Replicators and makes them into items, but what is this liquid made of? The easiest way would be rare earth, and since it's endless it would kinda make sense. It also might be created from a newly introduced resource (liquid ...
- Wed May 27, 2015 8:05 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80227
Re: [MOD 0.11.3+] Replicators 0.2.1
As i said i dont know much about coding but im sure that the change to the modules will make problems with other mods that change them. If you want to use it in your modpack then you probably have to exclude the change. Editing the data.lua : require(......modules) should be sufficient.(i havent don...
- Wed May 27, 2015 7:06 pm
- Forum: Mods
- Topic: [MOD 0.11.3] Replicators 0.2.1
- Replies: 67
- Views: 80227
Re: [MOD 0.11.3+]? Replicators 0.2.1
I played with this mod I liked it but I thought there could be some tweaks. This ended more in an overhaul than tweaking and because the mod creator didnt wrote for a longer time i fixed the entries in locale and did some other stuff. I thought maybe there some people who would appreciate if I uploa...
- Thu May 21, 2015 1:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 97469
Re: [MOD 0.11.x] Larger Inventory
I dont know much about coding but i think i found a simple workaround: the game.onevent function https://forums.factorio.com/wiki/index.php?title=Lua/Events#onresearchfinished With this function it should be possible to check after every finishes research if research "x" is finished and ru...