Search found 221 matches

by darius456
Tue Jun 10, 2014 7:45 pm
Forum: Already exists
Topic: entity.direction
Replies: 2
Views: 3196

Re: entity.direction

You are my hero! Thank YOU! - it work perfectly. Oh my god im so blind, everything is on wiki. sorry.
by darius456
Tue Jun 10, 2014 7:23 pm
Forum: Already exists
Topic: entity.direction
Replies: 2
Views: 3196

entity.direction

Simple request: give us entity.direction Read/write properties. This cause bug in my mod teleinserter. When you place teleniserter, rotate it and then connect to output teleinserter, the input teleinserter is switch to the one with higher energy usage, but information about its direction is missing,...
by darius456
Tue Jun 10, 2014 5:52 pm
Forum: Modding help
Topic: How to detect what kill biters
Replies: 6
Views: 1792

Re: How to detect what kill biters

Thank you... fuc!@#$ R...
by darius456
Tue Jun 10, 2014 5:01 pm
Forum: Modding help
Topic: How to detect what kill biters
Replies: 6
Views: 1792

Re: How to detect what kill biters

Thank you for your answers, I thought so. But I have 2 another small questions: 1. Have you ever tried to use this command: game.findentitiesfiltered{area = {{-10, -10}, {10, 10}}, type="resource"} -- gets all resources in the rectangle game.findentitiesfiltered{area = {{-10, -10}, {10, 10...
by darius456
Tue Jun 10, 2014 3:14 pm
Forum: Modding help
Topic: How to detect what kill biters
Replies: 6
Views: 1792

How to detect what kill biters

One fast question. On entity died event I can check what type of entity died... Biter, building etc. but how I can determine what was the cause of death. How to determine that I shoot biter or laser tower did?
by darius456
Mon Jun 09, 2014 9:56 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 114703

Re: [MOD 0.10.x] TimeButtons v0.1.0

Thx for your answer, averything is truth, by the way this mod is 0.10.0 compatible, I don't test it but FreeEr said so. But I have no idea what is "gui type 111" I think that I dont use gui called 111, do You know what is it?
by darius456
Mon Jun 09, 2014 7:02 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173558

Re: [MOD 0.9.X] MoMods

Schmendrick wrote:Wind speed doesn't change in vanilla, but I'm pretty sure (/hopeful) that this will change.

There's always MoWeather... :)
Thx, will instal MoWether.
by darius456
Mon Jun 09, 2014 5:00 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 173558

Re: [MOD 0.9.X] MoMods

10 cents from me... I think that accumulator is too cheap and little overpowered. I suggest to reduce it's capacity and input/output power by 50% and little increase it's price. By the way whatis max power output for wind turbine? Is the wind turbine power output change over time or wind speed or it...
by darius456
Sun Jun 08, 2014 7:14 am
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 123420

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

JamesOFarrell wrote:It does not, they have renamed the base sounds files from .wav to .ogg so you need to update the references.
Ok thx for the info I will update it... soon.
by darius456
Sun Jun 08, 2014 5:47 am
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 123420

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Airat9000 wrote:0.10.0 work?
I dont know, you tell me. I dont update the game to 0.10.0, because I'm waiting for next release with less bug.
by darius456
Sat Jun 07, 2014 9:28 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 114703

Re: [MOD 0.10.x] TimeButtons v0.1.0

by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly. TimeButtons are working for me on 0.10 :) So is PowerLimiter (much easier to do testing when I don't really have to worry about setting up the power every time I start a new world... just throw down a free dmg...
by darius456
Sat Jun 07, 2014 9:26 pm
Forum: Mods
Topic: [MOD 0.10.x] PowerLimiter & DMG v0.0.7
Replies: 21
Views: 16528

Re: [MOD 0.9.x] PowerLimiter & DMG v0.0.5

New version is in 1st post.
by darius456
Sat Jun 07, 2014 9:13 pm
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 52387

Re: [MOD 0.9.x] Telelogistics v0.1.9

there is a little problem 0.jpg and when I select the chest then connet to the inserter ,it will transformation into the inserter :D :D :D Don't know how to reproduce this "little problem" so please describe step by step how to do it. Chest transforming in to inserter is fixed in 0.1.10...
by darius456
Sat Jun 07, 2014 8:03 pm
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 114703

Re: [MOD 0.9.x] TimeButtons v0.0.9

Lee_newsum wrote:Factorio Version 0.10.0 is out.
Yes I know, to much bugs at the moment, wait till 0.10.1 and then will try to update mods, by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
by darius456
Sat Jun 07, 2014 7:10 am
Forum: Mods
Topic: Bob's Electronic Circuits revamp (plan)
Replies: 5
Views: 10588

Re: Bob's Electronic Circuits revamp (plan)

Wrong place, move it to "Work In Progress Mods".
by darius456
Sat Jun 07, 2014 7:09 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 289228

Re: Bob's Metals and Chemicals mod (plan)

Wrong place, move it to "Work In Progress Mods".
by darius456
Mon Jun 02, 2014 2:58 pm
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 123420

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Sorry for polish language if this is problem , I have errror when i want use deytech and advanced equipment mod , I have installed this 2 mods only in Factorio, here is screen wiht this error, If i place TAB and ok , factorio exit to windows system , game version 0.9.8 : This is line 40: health_cur...
by darius456
Mon Jun 02, 2014 10:00 am
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 123420

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

tetkris wrote:ten mod jest nie kompatybilny z dyetech ? wyskakuje error z niezgodnoscia alien drill i przez to nie mozna zaladowac mapy ? wersja gry 0.9.8
Ten mod nie ma nic wspólnego z alien drill on tylko dodaje nowy ekwipunek bazując na oryginalnych przedmiotach, by the way use English.
by darius456
Sun Jun 01, 2014 3:26 pm
Forum: Mods
Topic: [MOD 0.10.x] Telelogistics v0.2.4
Replies: 91
Views: 52387

Re: [MOD 0.9.x] Telelogistics v0.1.9

Connection button should not be present in chest menu, becouse chests are not designed to be input in teleport network. So it's my fault that this button appear in menu, it will be disabled in next relese. Right now please do not use connect button in chest menu.
by darius456
Sat May 31, 2014 8:35 pm
Forum: Off topic
Topic: bye bye for 1 or 2 week
Replies: 1
Views: 4921

bye bye for 1 or 2 week

Any support for mods created by Me is suspended for 1 or 2 weeks because I'm going on vacations. If you find any bug please report it in appropriate topic and i will try to fix in after vacations. I'm going to beautiful Baltic sea. So have a nice week or two.

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