Search found 221 matches
- 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.
- 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,...
- 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...
- 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...
- 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?
- 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?
- Mon Jun 09, 2014 7:02 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173558
Re: [MOD 0.9.X] MoMods
Thx, will instal MoWether.Schmendrick wrote:Wind speed doesn't change in vanilla, but I'm pretty sure (/hopeful) that this will change.
There's always MoWeather...
- 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...
- 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
Ok thx for the info I will update it... soon.JamesOFarrell wrote:It does not, they have renamed the base sounds files from .wav to .ogg so you need to update the references.
- 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
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.Airat9000 wrote:0.10.0 work?
- 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...
- 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.
- 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...
- 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
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.Lee_newsum wrote:Factorio Version 0.10.0 is out.
- 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".
- 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".
- 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...
- 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
Ten mod nie ma nic wspólnego z alien drill on tylko dodaje nowy ekwipunek bazując na oryginalnych przedmiotach, by the way use English.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
- 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.
- 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.