Definitely possible, but I think the mod is better off not doing that. Sorry.FurryLilly wrote:is it possible to make one just like this but make it to where it only extracts a single kind of ore??? possibly research a different tech to be able to choose what ore i will mine???
Search found 70 matches
- Fri Feb 03, 2017 12:14 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Quarry Drill
- Replies: 17
- Views: 11093
Re: [Request] Quarry Drill
- Tue Nov 29, 2016 8:43 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
- Replies: 19
- Views: 15694
Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Ya, have at it!Mooncat wrote:Hi Versepelles, may I have your permission to use the graphics of artificial spawner for the new entity in Creative Mode? It will be tinted to purple to avoid confusion.
- Wed Nov 09, 2016 4:06 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
- Replies: 19
- Views: 15694
Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Glad you enjoyed it!Lutz_Scheiter wrote:Hey Versepelles,
really nice mod u did there! Thank you for this
- Fri Sep 30, 2016 10:21 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Quarry Drill
- Replies: 17
- Views: 11093
Re: [Request] Quarry Drill
I'll work on it tonight.DrkDragn wrote:Love the Deep Quarry mod... Any chance you'll be updating it to version 14 pelase please please please? lol
- Thu Sep 15, 2016 4:11 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
- Replies: 19
- Views: 15694
Re: [MOD 0.13.x] Alien Farm - Catch em, breed em, destroy!
Ah, I don't think that multiplayer is supported, so it's a bug.Critical wrote:Hi Versepelles i have a problem that i dont know if it is meant to happen but whenever my friend captures a biter it goes into the hosts inventory (mine). is this meant to happen or is it a bug?
- Fri Aug 19, 2016 10:52 pm
- Forum: Ideas and Requests For Mods
- Topic: Quick & cheap & early way to mark/colour large areas
- Replies: 19
- Views: 6964
Re: Quick & cheap & early way to mark/colour large areas
It would probably be difficult to track down exactly which mod(s) are causing conflicts. The most likely culprits would be ones that modify concrete in any way. So you're pretty sure it's not a question if video card RAM, but rather a mod-mod conflict? I'd put my money on that, but anything is poss...
- Wed Aug 17, 2016 11:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Quick & cheap & early way to mark/colour large areas
- Replies: 19
- Views: 6964
Re: Quick & cheap & early way to mark/colour large areas
I was using 0.13.15, and the error happens when I try to start up Factorio, while it's loading the mods, so the question about whether it's multiplayer or not cna't be answered. It happens before I get to make any kind of choice about anything . What other mods are installed? Lots of other mods. I ...
- Wed Aug 17, 2016 6:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Quick & cheap & early way to mark/colour large areas
- Replies: 19
- Views: 6964
Re: Quick & cheap & early way to mark/colour large areas
What other mods are installed?Peter34 wrote:I was using 0.13.15, and the error happens when I try to start up Factorio, while it's loading the mods, so the question about whether it's multiplayer or not cna't be answered. It happens before I get to make any kind of choice about anything.
- Tue Aug 16, 2016 11:39 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Quarry Drill
- Replies: 17
- Views: 11093
Re: [Request] Quarry Drill
???? Why not just make a locked assembler that creates stone? This one is for wood, admittedly, and uses saplings for the recipe, but look at Dark Matter Replicators for recipes that only use energy and time. Check out the Deep Quarry mod portal page and you can see that it allows procedurally gene...
- Tue Aug 16, 2016 5:41 pm
- Forum: Ideas and Requests For Mods
- Topic: Quick & cheap & early way to mark/colour large areas
- Replies: 19
- Views: 6964
Re: Quick & cheap & early way to mark/colour large areas
I just tried the two older versions, available in the "downloads" tab on the mods portal, and I got an error message too. The same, as far as I can tell. And it occurs during the "loading sprites" phase of the startup. Unsurprisingly. Hmm, what Factorio version are you using, an...
- Fri Aug 12, 2016 10:53 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Implement Nuclear Fusion Power
- Replies: 7
- Views: 5043
Re: [0.14] Implement Nuclear Fusion Power
I would like to see nuclear power take on a form similar to Yuoki's Engines, developed by fatmice, where temperature and liquid inputs and outputs have to be carefully controlled.
- Wed Aug 10, 2016 11:47 am
- Forum: Mods
- Topic: [MOD 12.5+] Auto Inserter
- Replies: 11
- Views: 38062
Re: [MOD 12.5+] Auto Inserter
Updated to 0.13.15. Cannot guarantee it is bug-free or that it will smoothly update from 0.12 saved games, and multiplayer will be spammed with messages. - Removed the auto-inserter and moved functionality to filter-inserter. - Input request slots now default to 4 times the recipe amount. - Output n...
- Wed Aug 10, 2016 9:15 am
- Forum: Modding help
- Topic: Does bullet-damage-1 technology affect gun turret damage?
- Replies: 2
- Views: 1337
Re: Does bullet-damage-1 technology affect gun turret damage?
Okay, thanks.Klonan wrote:The bullet damage increases the damage of the bullets, and the gun turret fires bullets, so it increases the damage.
You can check the bonuses menu for an overview:
- Wed Aug 10, 2016 8:17 am
- Forum: Modding help
- Topic: Does bullet-damage-1 technology affect gun turret damage?
- Replies: 2
- Views: 1337
Does bullet-damage-1 technology affect gun turret damage?
Does bullet-damage-1 technology affect gun turret damage? If so, is additively or multiplicatively- that is, if I wanted to increase bullet damage from guns but keep bullet damage from turrets constant, would this work in the effects part of a new tech: { type = "ammo-damage", ammo_categor...
- Tue Aug 09, 2016 4:47 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Quarry Drill
- Replies: 17
- Views: 11093
Re: [Request] Quarry Drill
Is there no way to use the basis of a drill instead and have it spawn ores? The logistics is fine and all, the issue is really that it takes a while to "swing" through the list of ores to get the one you are after. If there was a way to guide the device down a certain path, or maybe just ...
- Tue Aug 09, 2016 4:36 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3724
Re: [Solved] Why would util be nil?
Maybe base is not mentioned in the depency of this mod? This sets the load order. "dependencies": ["base >= 0.13.0"] That's from the info.json, so it should be loaded. Attached is the rest of the mod, if you are interested. Hmm I'd recommend trying to use table.deepcopy directly...
- Tue Aug 09, 2016 4:08 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3724
Re: Why would util be nil?
The "data.lua" files for all mods are loaded in the same interpreter, so maybe you have another mod that loaded it but he doesn't? I usually test my mods in a clean environment (no others), so this is confusing. Guess I have to go update them all. Still not sure where util.lua is being lo...
- Tue Aug 09, 2016 3:45 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3724
Re: Why would util be nil?
The "data.lua" files for all mods are loaded in the same interpreter, so maybe you have another mod that loaded it but he doesn't? I usually test my mods in a clean environment (no others), so this is confusing. Guess I have to go update them all. Still not sure where util.lua is being lo...
- Tue Aug 09, 2016 3:33 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3724
Re: Why would util be nil?
I thought it was loaded automatically? Why would their system need it to be required while my system would not? I'm not familiar with the intricacies of load order.steinio wrote:require "util" ?
- Tue Aug 09, 2016 3:19 pm
- Forum: Modding help
- Topic: [Solved] Why would util be nil?
- Replies: 12
- Views: 3724
[Solved] Why would util be nil?
I got a bug report for a mod of mine where the user claimed that they were on the latest experimental version of Factorio and got this message: VersepellesDeepQuarry/prototypes/entity.lua:4: attempt to index field 'table' (a nil value) This is the beginning of the appropriate file: local ent -- plac...