Hello,
New OFFICIAL RELASE is in old thread, here: viewtopic.php?f=87&t=2396#p17650
New version is 0.12.26 single/multi compatible.
Search found 221 matches
- Wed Mar 16, 2016 9:46 pm
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36436
- Wed Mar 16, 2016 9:43 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114686
Re: [MOD 0.12.26+] TimeButtons v0.3.1
Hello after a long break.
Next update is out there in 1st post.
See change log in 1st post.
Moderator, please move this thread to appropriate place.
Next update is out there in 1st post.
See change log in 1st post.
Moderator, please move this thread to appropriate place.
- Sun Dec 07, 2014 9:44 pm
- Forum: Mods
- Topic: [MOD 0.11.X] TimeButtons
- Replies: 8
- Views: 8209
Re: [MOD 0.11.X] TimeButtons
I don't have to explain my private problem with my wife, pregnant and new born child, except factorio I have private live. One simple question and everything would be OK. But someone stole my work. I want justice.
- Sun Dec 07, 2014 3:48 pm
- Forum: Mods
- Topic: [MOD 0.11.X] TimeButtons
- Replies: 8
- Views: 8209
Re: [MOD 0.11.X] TimeButtons
Can you explain to me why you stole my mod?
Please delete it from this forum, and others too if you published it somewhere wlse.
Please delete it from this forum, and others too if you published it somewhere wlse.
- Sun Nov 16, 2014 1:09 pm
- Forum: Multiplayer
- Topic: How to simulate multiplayer
- Replies: 6
- Views: 13265
Re: How to simulate multiplayer
Thx you both i will try.
- Sun Nov 16, 2014 10:32 am
- Forum: Multiplayer
- Topic: How to simulate multiplayer
- Replies: 6
- Views: 13265
How to simulate multiplayer
The question is how to turn on 2 copies of factorio on one PC. I want use one of it to create multiplayer game and second to join to first one, but when I try to launch second factorio game I get error:
I need it to test my mods in MP game.
I need it to test my mods in MP game.
- Sun Nov 16, 2014 9:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Yes:Dellamonikus wrote:Well, if I delete control.lua it works also in MP.
Are there any disadvantages about doing that?
1. No healing effect
2. No time display
3. No health display
Only items are available, after deleting control.lua
- Sun Nov 16, 2014 7:45 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
You have to rename zip to AdvancedEquipment.zip! Show me pritn screen with error.... This mod is created for singleplayer of you want use it in multiplayer delete control.lua file from zip archive. Maybe next version will be multiplayer compatible. MP is new for me and I have to learn how to use pla...
- Sat Nov 15, 2014 8:40 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
New version in 1st post.
- Sat Nov 15, 2014 8:40 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114686
Re: [MOD 0.11.x] TimeButtons v0.2.1
New version in 1st post.
- Fri Nov 14, 2014 12:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.10.x] AdvancedEquipment v0.3.7
new version will be upload in few days...
- Mon Nov 10, 2014 10:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.10.x] AdvancedEquipment v0.3.7
sorry guys and girls but recently my second child was born and i don't have time to keep my mods up to date.
May be in a month of two.
May be in a month of two.
- Tue Aug 05, 2014 4:47 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52371
Re: [MOD 0.10.x] Telelogistics v0.2.4
I jad a lot of work so i dont have time to work with Factorio, right now I have some free time so I will try to fix all my mods.
- Fri Jul 11, 2014 8:31 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114686
Re: [MOD 0.10.x] TimeButtons v0.2.0
Commands to delete gui elements should be ok. But how there can be a clear up function in onsave handler. My mod was compleatly removed so none of my code will be executed. If you want to turn my mod off or delete it you should use your intelligence and first hide timebuttons and after that save gam...
- Fri Jul 04, 2014 4:58 am
- Forum: Mods
- Topic: [0.11.13]Teleporter Belts 0.0.2
- Replies: 23
- Views: 29939
Re: [MOD 0.10.x]Teleporter Belts
I have thought about this but resign because of no power usage control so I created teleporting on inserter base. If you have no distance limit this mod is OP.
- Tue Jul 01, 2014 8:24 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31288
Re: [MOD 0.10.x] ForceShield v0.1.12
How do you know that? How can I veryfy memory leak.
By the way im working on v0.2.0 which is recoded from scratch. I hope there will be no memory leak.
By the way im working on v0.2.0 which is recoded from scratch. I hope there will be no memory leak.
- Sun Jun 29, 2014 6:14 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123404
Re: [MOD 0.10.x] AdvancedEquipment v0.3.7
It's not my bug.Airat9000 wrote:small bug!
- Sat Jun 28, 2014 5:45 pm
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31288
Re: [MOD 0.10.x] ForceShield v0.1.12
Wierd because i'm playing 30h+ and didn't notice that. Any evidence.saneman wrote:This mod has a serious memory leak in the .10 version, i wasn't able to play past 30 minutes with this enabled.
- Tue Jun 24, 2014 6:20 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Kassa Industries
- Replies: 19
- Views: 14202
Re: [MOD 0.10.1] Company mod: Kassa Industries
Everything is ok when you can use both mods at once, if one mod excludes enother it is not good. Nevermind. The more mods the better.
- Tue Jun 24, 2014 4:28 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Kassa Industries
- Replies: 19
- Views: 14202
Re: [MOD 0.10.1] Company mod: Kassa Industries
May be different implementation, different code but the same functionality. It's like inventing new alphabet, yes you can but why. Previous mod work fine and I don't see reason to create new/the same mod. No offense.