I'm also still getting them in 0.15.16
Search found 55 matches
- Sat May 27, 2017 8:18 pm
- Forum: Duplicates
- Topic: [0.15.12] Vertical line in minimap
- Replies: 9
- Views: 5278
- Tue May 23, 2017 5:58 pm
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 20184
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
I can confirm. Getting the same error when loading my save in 0.15.13. Edit: A friend of mine seems to have fixed it for now. It has to do with a change in scripting. From the changelog: Changed LuaSurface::freeze_daytime() to freeze_daytime read/write. In the DayNightExtender_1.1.11.zip open contro...
- Fri May 19, 2017 5:59 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168806
Re: Friday Facts #191 - Gui improvements
Most of the changes sound very promising and would make lots of things much more intuitive when it comes to UI. One thing however, I have a slight problem with. in the FFF you wrote: I never understood why all my weapons and ammo need to be shown on my screen all the time, when 95% of my time is spe...
- Tue May 02, 2017 9:49 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 47140
Re: [MOD 0.15] VehicleSnap
Hotkey works like a charm for me. Thanks a lot for implementing it
- Tue May 02, 2017 5:25 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585651
Re: [MOD 0.14] AAI Programmable Vehicles
No, 1 weapon per vehicle. This is to make sure vehicles have specialised roles and encourage squads of mixed unit types. Well, in that case a big fat warning sign in the OP wouldn't hurt since people find out about this when they're far into the game. Would you consider making it a config option so...
- Mon May 01, 2017 10:14 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585651
Re: [MOD 0.14] AAI Programmable Vehicles
Hi,
looks like this mod removes the machine gun and the flame thrower from the tank and only leaves it with the main cannon.
Is there a way to use the mod and still have full armament on the tank?
looks like this mod removes the machine gun and the flame thrower from the tank and only leaves it with the main cannon.
Is there a way to use the mod and still have full armament on the tank?
- Mon May 01, 2017 9:13 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 47140
Re: [MOD 0.14] VehicleSnap
It seems possible: https://forums.factorio.com/viewtopic.php?f=25&t=30644 Any key suggestions? It might be that to change keys one would have to open the zip file and edit a file. Shift-V is 1 option that comes to mind. Also since it's multiplayer compatible mod, i'd have to globally sync the s...
- Mon May 01, 2017 6:52 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 47140
Re: [MOD 0.14] VehicleSnap
This mod is absolutely blissful. I have a request but I don't know if it's possible or not. Would you consider adding a hotkey to toggle the mod's functionality on/off during gameplay?
- Thu Apr 27, 2017 6:15 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 23300
Re: [MOD 0.14] AAI Vehicles: Hauler
OK, so when I put the data-updates.lua with that line into the hauler zip, this is what I get upon launching the game:Nexela wrote:Doesn't matter what mod you put it in. All it does is disable the recipe. Your technology after research will enable the recipe.
- Thu Apr 27, 2017 3:59 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 23300
Re: [MOD 0.14] AAI Vehicles: Hauler
Won't that terminate the recipe in my game alltogether? And if not, should I put data-updates.lua into the hauler mod zip or edit the one in aai-programmable-vehicles?Nexela wrote:Just need to lock the recipe in data.updates.lua
data.raw["recipe"]['vehicle-hauler"].enabled = false
- Thu Apr 27, 2017 1:02 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 23300
Re: [MOD 0.14] AAI Vehicles: Hauler
Hi, I'm trying to gate the recipe for this glorious vehicle behind the automobilism tech. For this I added a technology.lua to the mod zip with the following: table.insert(data.raw["technology"]["automobilism"].effects, {type = "unlock-recipe", recipe = "vehicle-ha...
- Wed Apr 26, 2017 7:09 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 12134
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
So far, this gem is working fine for me in 0.15. Only had to edit the info.json to adjust for the latest game version.
- Tue Apr 25, 2017 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Bored of new game tree cutting? - pet bot
- Replies: 10
- Views: 4975
Re: Bored of new game tree cutting? - pet bot
That said, I recently tried some of Bobs mods, the Vehicles one has a nice miner vehicle which can chomp through forests like nobodies business... Neat for rail laying through dense forest. It even fuels itself with the wood. You even start the game with it. That miner vehicle you were talking abou...
- Fri Mar 24, 2017 3:08 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571996
Re: Development and Discussion
What are the new metals? Is it copper tungsten and tungsten carbide?
- Sat Mar 18, 2017 12:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571996
Re: Development and Discussion
Some nice changes but the old inconsistencies are still in: Liquifiers Mk1 150kW @1.5 crafting speed Mk2 100kW @2.25 crafting speed Mk3 125kW @3 crafting speed Mk4 150kW @3.75 crafting speed Filtration Units Mk1 100kW @1.5 crafting speed Mk2 100kW @2.25 crafting speed Ore Processing Machine, Inducti...
- Sat Feb 25, 2017 1:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571996
Re: Development and Discussion
So despite being such an early tech with attractive options, there are four paths required that aren't outright obvious to a new user who can't find out what they're missing and why. Step 1: Open research screen. Step 2: Type 'filter inserter' into the search bar. Step 3: Follow the tech tree to un...
- Wed Feb 22, 2017 8:57 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404753
Re: Bugs & FAQ
Alright, thanks for the help.mexmer wrote: they are disabled for now, as you can see in mod code.
probly because they still WIP, like construction robots.
you can edit mod and comment out following lines in logistics-override.lua, but at your risk.
- Wed Feb 22, 2017 7:55 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404753
Re: Bugs & FAQ
Get one of the loader mods, like add loaders. Angels loaders are reskins of the unused Base game entety. Ok, but Angels logistics does provide the necessary research to unlock them. I've checked inside the mod files but the research doesn't show up in my game. Do I still need a seperate mod to unlo...
- Wed Feb 22, 2017 3:06 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404753
Re: Bugs & FAQ
I just realized that the loaders from Angels logistics don't show up in my game. The other entities do show up but the research nodes for the loaders don't show up in my tech tree. Anything I can do about it?
- Mon Feb 20, 2017 5:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404753
Re: Bugs & FAQ
why would always higher tier need to consume more energy? mind even in modern technologies you not only strive for higher productivity (production speed ) but also for better power efficiency. Well, it's a reoccurring pattern throughout all of base, Angel's and Bob's mods that higher crafting speed...