Search found 555 matches
- Wed Feb 08, 2017 2:04 pm
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 131300
Re: Splitter not working properly
Here is mine version. It output everthing to one side after building. So you don't have to prime it for every item, just items you wanna filter. Outputsides are quite easy to change by reversing some undeground belts. https://i.imgur.com/hrWypap.png https://i.imgur.com/eShzGKS.png https://i.imgur.co...
- Fri Sep 16, 2016 9:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
Re: [MOD 0.12.x] Searching flashlight
I changed the dependency version number. also removed version number from title. I assume/hope mod portal uses names as IDs. I'm bit puzzled why ingame mod browser does not show version number, but info.json has it and mod portal site shows it. ah must be because I run stable 0.13 and release is now...
- Thu Sep 15, 2016 8:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
Re: [MOD 0.12.x] Searching flashlight
I added 1.1.0 to mod portal.
Thank you for help aubergine18
Thank you for help aubergine18
- Sat Apr 16, 2016 8:39 am
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 107383
Re: Introduction, Downloads & Release history
From Tool settings, spawn tool and select filler mode, use tool to select storage tank, click liquids-button in center gui, now you can select or not select auto refill and click liquid of your choice.Quazar wrote:I installed 12.14 but can't figure out the fluids, what am I missing? Thanks!
- Thu Apr 14, 2016 11:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
Thanks for fixing the problems. (Haven't tested yet though) Could you make drop-in ready release packages in the future? Kind of annoying to download, unzip, rename to Autofill_1.3.13 and then move to mod directory when all other mods are just 1 step, drop the zip into the mod directory. Also would...
- Thu Apr 14, 2016 6:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
autofill_1.3.13 is released.
Fuel related issues should be fixed.
Ammobox had name change.
added 5dim set by Flow86
I fail to launch bob's mod so that one is still undone.
Fuel related issues should be fixed.
Ammobox had name change.
added 5dim set by Flow86
I fail to launch bob's mod so that one is still undone.
- Thu Apr 14, 2016 10:20 am
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
Re: [MOD 0.12.x] Searching flashlight
What about the car and tank? They don't snap to the 8 directions. Watching their headlights sweep through the night is awesome and I want the player to do it too. Maybe there's a way to use the orientation thing instead? Yes, I think that is possible, but it will add some complexity to this simple ...
- Wed Apr 13, 2016 9:15 am
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
Re: [MOD 0.12.x] Searching flashlight
Hey there I've just got a small bug with this mod, this occurred in a MP session, when my friend got disconnected, I've quickly checked the code and added an additional check if a player is connected. -- Changed this if not players[i].vehicle and players[i].selected and players[i].character and not...
- Mon Apr 11, 2016 9:24 pm
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 107383
Re: Introduction, Downloads & Release history
Things in my previous post added to testmode 0.12.14
pipes, steam engines and tanks can be filled with liquid.
pipes, steam engines and tanks can be filled with liquid.
- Mon Apr 11, 2016 8:11 am
- Forum: Mods
- Topic: Introduction, Downloads & Release history
- Replies: 73
- Views: 107383
Re: Introduction, Downloads & Release history
i just updated my test mode from 0.12.12 to version 0.12.13 and am now gettign the folowing error when loadiung an old world Error while running the event handler: __test-mode__/control.lua:62: Gui element with name tm_toggle already present in the parent element. Ah I fixed it, but I postponed the...
- Thu Mar 03, 2016 7:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases. why not? It might be wierd loosing items from inventory while you are not anywhere near of bots/ghosts. Because ghosts can exist 5 minutes and new ones can spawn when entities ...
- Wed Mar 02, 2016 10:06 am
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
Re: [MOD 0.12.x] Searching flashlight
It should not break in MP. The code doesn't use methods that I know to be unsupported and my 2 client test was successfull.mngrif wrote:This is pretty awesome! Any idea if it breaks multiplayer? It should...
- Tue Mar 01, 2016 10:09 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17919
[MOD 0.12.x] Searching flashlight
Type: Mod Name: Searching flashlight Description: Makes character turn to direction of selected entity while standing still. License: MIT Version: 1.0.0 Release: 2016-03-01 Tested-With-Factorio-Version: 0.12.22 Category: Other Tags: Flashlight Download-Url: https://github.com/rk84/searching-flashlig...
- Mon Feb 29, 2016 10:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
1.3.12 is available. I hope it fixes overwriting issue without giving more problems. Is it possible that it is autofilling when robots place the structure? Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so. I guess it is not working since the robots ...
- Fri Feb 26, 2016 12:15 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
Anyone else have issues with the mod not working? I have tried 1.3.10 & 1.3.11 on factorio 0.12.20. It comes up in the mod list and on my save file, but wont put ammo in my turrets for some reason. I have remade the blueprint. What can I try? Working fine here in vanilla you are making sure the...
- Mon Feb 08, 2016 12:46 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 240893
Re: [MOD 0.12.x] Autofill
Hi, attempting to mod support for borer in Subsurface mod, but I couldn't get it to insert fuel. Some code below: return { ["mobile-borer"] = {"fuels-high"} } Got it loading in control file, I think. loader.addSets "settings/subsurface-sets" I haven't update command li...
- Sun Feb 07, 2016 1:16 am
- Forum: Off topic
- Topic: Infinifactory by Zachtronics - 3D SpaceChem successor
- Replies: 32
- Views: 36663
Re: Infinifactory by Zachtronics - 3D SpaceChem successor
I'm so proud of these
Classic sliding puzzle in workshop
- Sun Jan 31, 2016 6:48 pm
- Forum: Modding help
- Topic: Detecting "No path" event from train
- Replies: 1
- Views: 4696
Re: Detecting "No path" event from train
Yes. LuaTrain class has state value. /Factorio/doc-html/LuaTrain.html#state
Meaning of values can be found in \Factorio\data\core\lualib\defines.lua
Meaning of values can be found in \Factorio\data\core\lualib\defines.lua
- Wed Jan 27, 2016 1:25 pm
- Forum: Off topic
- Topic: Making memes about Factorio.
- Replies: 48
- Views: 55495
- Tue Jan 26, 2016 8:58 pm
- Forum: Modding help
- Topic: Detect blueprint making [Resolved]
- Replies: 5
- Views: 15121
Re: Detect blueprint making
on_built_entity triggers for all "entity-ghost" entities that blueprint produces. You can check player's cursorstack to make sure they are from blueprint.