Search found 221 matches
- Mon Jun 23, 2014 9:04 pm
- Forum: Mods
- Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
- Replies: 64
- Views: 73261
Re: [MOD 0.10.x] Pocket Bots. Construction bots for your poc
Flying is the relative concept. Fake flight right now. just my 2 cents.
- Mon Jun 23, 2014 8:59 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Binford Tools
- Replies: 9
- Views: 7243
Re: [MOD 0.10.1] Company mod: Binford Tools
Vitduo I support your opinion.Vitduo wrote:It's interesting, but what about move all your modparts in one topic?
By the way nice icons I will use it. Thx.
- Mon Jun 23, 2014 8:56 pm
- Forum: Mods
- Topic: [MOD 0.10.1] Company mod: Kassa Industries
- Replies: 19
- Views: 14205
Re: [MOD 0.10.1] Company mod: Kassa Industries
Plagiarism, the same stuff or eaven more add Liquid Station Mod
No offense... You can still create another usefull mod.
No offense... You can still create another usefull mod.
- Mon Jun 23, 2014 4:16 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52376
Re: [MOD 0.10.x] Telelogistics v0.2.4
Thank You, It's my pleasure.Airat9000 wrote:darius456
good mod! i like it! good work!
- Sun Jun 22, 2014 1:34 pm
- Forum: Modding help
- Topic: Setting mod priority
- Replies: 2
- Views: 1350
Re: Setting mod priority
I don't thing so, mod priority was talked many times. I think that all you can do is to name your mod with last alphabet letter... xmymod wmymod zmymod ... don't know what letter factoro take as last, probably x.
- Sun Jun 22, 2014 10:52 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 114691
Re: [MOD 0.10.x] TimeButtons v0.2.0
New version that is compatible with Factorio v0.10.x is in 1st post.
- Sun Jun 22, 2014 10:52 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31289
Re: [MOD 0.10.x] ForceShield v0.1.11
New version that is compatible with Factorio v0.10.x is in 1st post.
- Sun Jun 22, 2014 10:51 am
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 16528
Re: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
New version that is compatible with Factorio v0.10.x is in 1st post.
- Sun Jun 22, 2014 10:51 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52376
Re: [MOD 0.10.x] Telelogistics v0.2.4
New version that is compatible with Factorio v0.10.x is in 1st post.
- Sun Jun 22, 2014 10:51 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 123409
Re: [MOD 0.10.x] AdvancedEquipment v0.3.6
New version that is compatible with Factorio v0.10.x is in 1st post.
- Sat Jun 21, 2014 4:12 pm
- Forum: Modding help
- Topic: I need help(first mod->Accumulator)
- Replies: 13
- Views: 3921
Re: I need help(first mod->Accumulator)
Yes truth, I have read my power limiter prototypes, and I have: energy_source = { type = "electric", buffer_capacity = "500kJ", --5MJ usage_priority = "terciary", input_flow_limit = {value=10, ext="kW"}, output_flow_limit = {value=10, ext="kW"}, },
- Sat Jun 21, 2014 3:59 pm
- Forum: Modding help
- Topic: I need help(first mod->Accumulator)
- Replies: 13
- Views: 3921
Re: I need help(first mod->Accumulator)
Well heyo, I´m completly new to modding and have readed the Wiki Modding Tutorial and a bit from the forum(Thank you "FreeER" :D) and know a few basics of Lua. So well --------------------------- Error --------------------------- Error while loading prototype "Accumulator+": No ...
- Sat Jun 21, 2014 3:15 pm
- Forum: Modding help
- Topic: defines.inventory changed !!!
- Replies: 2
- Views: 1489
defines.inventory changed !!!
As in topic, defines.inventory changed :!: This wiki site is no longer up to date: LINK For AssemblingMachine it was: inputInventory = 1 outputInventory = 2 moduleInventory = 3 right now it is: inputInventory = 2 outputInventory = 3 moduleInventory = 4 Don't know if other inventory changed, have no ...
- Fri Jun 20, 2014 7:42 am
- Forum: Mods
- Topic: [MOD 0.10.x] ForceShield v0.1.12
- Replies: 51
- Views: 31289
Re: [MOD 0.9.x] ForceShield v0.1.10
You can try it but I don't guarantee it will work. When Factorio v0.10.1 will be released I will update all my mods.Hagop wrote:Has any one tried this mod in 0.10.x yet? Does it work?
- Thu Jun 19, 2014 8:17 am
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 16528
Re: [MOD 0.9.x] PowerLimiter & DMG v0.0.6
Yes, when v0.10.1 will be available I will update all my mods.
- Wed Jun 18, 2014 1:42 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 131206
Re: [0.10.0] RoadWorks
Cool, another usefull mod. Show me bridge!
- Tue Jun 17, 2014 4:59 pm
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 16528
Re: [MOD 0.9.x] PowerLimiter & DMG v0.0.6
Rebalanced, see 1st post.
- Tue Jun 17, 2014 4:02 am
- Forum: Mods
- Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
- Replies: 21
- Views: 16528
Re: [MOD 0.9.x] PowerLimiter & DMG v0.0.5
Mk3 Produces only 3MW energy, but it needs 100 Mk1 generators... So it's cheaper to create 100 Mk1 and get 100MW instead of creating 1 Mk3 and get only 3MW... I think it needs to rebalance, somekind like mk1=1MW, mk2=7MW,mk3=50-60MW, just for space economy... In other ways there is no sense to make...
- Tue Jun 17, 2014 3:59 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52376
Re: [MOD 0.9.x] Telelogistics v0.2.3
New version in 1st post.
- Mon Jun 16, 2014 8:39 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 52376
Re: [MOD 0.9.x] Telelogistics v0.2.2
Getting a different error this time darius: http://i.imgur.com/e6PR71p.png Simple answear... This mod is not compatible with Factorio v0.10.0. I will make all my mods compatible when v0.10.1 will be available. It is common known that v0.10.0 uses ogg instead of wav, so you can open entity lua file ...