Search found 12 matches
- Wed May 08, 2019 7:04 pm
- Forum: Implemented Suggestions
- Topic: [0.17.32] Separate incompatible mods from dependencies in mod gui
- Replies: 4
- Views: 2158
- Mon Jul 25, 2016 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.10][posila] Crash on "Surface::addEntityWithoutSetup"
- Replies: 2
- Views: 2205
[13.10][posila] Crash on "Surface::addEntityWithoutSetup"
Hello, I'm currently developing and testing a mod pack with many different modifications. After playing quite a while, the game started to crash every 3-4 minutes. I then continued playing, because I wasn't able to reproduce the problem. Finally I was able to create a savegame which crashes after ~2...
- Mon Jul 18, 2016 7:04 am
- Forum: Not a bug
- Topic: Screenshots on headless server
- Replies: 2
- Views: 1666
Screenshots on headless server
Hello guys, I'm trying to create a change logger mod for my server. The idea is, that everyone can write log entries of what he/she has changed on the map, so that others know what has been/needs to be done. I save those log entries in an xml file which I want to display on an external webpage and s...
- Tue Jul 12, 2016 3:00 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Personal Teleporter
- Replies: 87
- Views: 51119
Re: [MOD 0.13.x] Personal Teleporter
I have a suggestion for this mod: Instead of using a maximum distance, as proposed in the voting, could you limit teleportation to beacons in the same logistic network as the players position? That way you wouldn't be able to teleport from a distant war zone back to the safety of your base, which is...
- Sat Jul 02, 2016 11:10 pm
- Forum: Mods
- Topic: [MOD] LogisticsUtility
- Replies: 33
- Views: 28206
Re: [MOD 0.12.X] LogisticsUtility 0.0.4
Hey! First of all: Thanks for your very nice mod! I was just fixing this mod for factorio 0.13 for my personal usage, when I stumbled on the problem, that you apparently have with accessing data.raw in the control.lua. Using this workaround, I was able to fix it and remove the need for the ICONSGUI-...
- Thu Jun 30, 2016 7:00 am
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 27998
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
I only changed it to neutral and added the mandatory "factorio_version": "0.13.0" to the info.json file. I guess the change to neutral should also work in 0.12, but I didn't test it.
- Wed Jun 29, 2016 4:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 27998
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
I've created a 0.13.1 working version for personal purposes. I also changed the owner force of the invisible train stations to "neutral", which may remove the possibility of natives destroying it, but I didn't really have time to test it yet. I will share my version here, that other impati...
- Sat Jun 25, 2016 3:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Map Labels - Add labels to resources on the map
- Replies: 41
- Views: 27998
Re: [MOD 0.12.x] Map Labels - Add labels to resources on the map
Very great mod! I guess it makes playing with many ores like in Bobs mod much more playable.
Is it possible to make the labels undestroyable by the natives?
Right now I sometimes get Alerts from biters destroying some of the resource labels, which is really annoying.
Is it possible to make the labels undestroyable by the natives?
Right now I sometimes get Alerts from biters destroying some of the resource labels, which is really annoying.
- Sat Jun 25, 2016 1:30 pm
- Forum: Bob's mods
- Topic: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
- Replies: 21
- Views: 10341
Re: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
First of all: Great idea! I was also very disappointed when I reached the end game after months of fun with bobs mods, just to find out that the rocket recipe wasn't changed. Just one little thing: I dig the changes you've made, but the mod has some errors with mods that look at recipes during data-...
- Sat Jun 25, 2016 8:52 am
- Forum: Mods
- Topic: [MOD 0.13.0] DesertSun
- Replies: 6
- Views: 3571
Re: [MOD 0.12.x] DesertSun
@Adil: Thank you very much for your very detailed explanation! I will definitly look into it. @Neotix: Thank you too for your interesting remark. I wasn't really aware, that higher temperatures would make photovoltaik panels so much less effective. I knew although, that you would rather build solar ...
- Fri Jun 24, 2016 8:36 pm
- Forum: Mods
- Topic: [MOD 0.13.0] DesertSun
- Replies: 6
- Views: 3571
Re: [MOD 0.12.x] DesertSun
That way you can just have the mod scan for solar panel types and change energy values (I have no idea how to make any of this happen) This was also my first idea. I already managed to loop through all the solar panel types available, but i wasn't able to change the energy production value within t...
- Fri Jun 24, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD 0.13.0] DesertSun
- Replies: 6
- Views: 3571
[MOD 0.13.0] DesertSun
http://fs5.directupload.net/images/160624/2mpbat2a.png Details Type: Mod Name: DesertSun Author: maggi321 Category: Power Description: This mod makes your solar panels more effective when placed in the desert (+15 %) and less effective when placed on any other terrain (-15%). This gives you motivat...