Search found 242 matches
- Fri Apr 03, 2015 8:00 pm
- Forum: MoMods
- Topic: Suggestions
- Replies: 4
- Views: 9811
Suggestions
Because I list a feature here doesn't mean it will get done, its just to list ideas for future updates. Feel free to discuss features listed here, or suggest your own. Ill add it to the list. -BarbWire: A slightly weaker wall then normal walls, but when biters bite it they take damage. -TeslaGun: A ...
- Fri Apr 03, 2015 7:54 pm
- Forum: MoMods
- Topic: MoMods: MiniMod Downloads
- Replies: 0
- Views: 9851
MoMods: MiniMod Downloads
This thread contains Smaller mods, or incomplete mods that are still in the prototyping phase. Mod details are organised by [Factorio Version,Mod Name,Mod Version]. Fart your enemys to death! --This was a request to be made. http://www.mediafire.com/download/4111t7hyvewoxo4/mobeans.zip http://i831.p...
- Fri Apr 03, 2015 7:47 pm
- Forum: MoMods
- Topic: MoLogicCore 3.22 -MoMod Function library/Api
- Replies: 1
- Views: 10654
MoLogicCore 3.22 -MoMod Function library/Api
MoLogicCore is a handy Modding API that allows mod developers to use the very same mechanics that the MoMods use, in their own mods. MologicCore is being worked on alongside the Core MoMods, so changes and additions will happen overtime as those mods develop. Features: Timer System: MoLogicCore feat...
- Wed Mar 25, 2015 3:40 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
[quote="chlue"]Hello, I currently play with mocombat_0.3.92.zip in a multiplayer game and want to give some feedback what we have experienced so far: Tesla Tower: Yesterday we experienced the destructive power of the tesla turret. So far friendly fire resulted in the loss of: 2 tanks, 2 g...
- Sun Mar 01, 2015 4:15 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
I had to disable the artifact order due to performance reasons I'm working on a fix currently.smattz99 wrote:Hey I can't find and build the 'collect artefact order' would be rad to have my killer drone train collecting artefacts from the nests they pop
- Thu Feb 26, 2015 9:18 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
^ Seems Mopower causes this issue. Any fix available? Its when using my modpack. would like to hear from you soon:)! Thanks in advance. The bug was actually in moweather, as its caused from electrical poles being moved. As in my testing even though mopower seems related its not the cause. Either wa...
- Thu Feb 26, 2015 5:15 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
Mocombat seems to have its rar corrupted :P Everytime I extract it. It will say its corrupt and just aborts operation. Other momods are fine :) My publisher app must of errored while building mocombat, Ive replaced the bad zip with a more updated version of mocombat. As for any crashs people get re...
- Tue Feb 24, 2015 1:40 am
- Forum: Not a bug
- Topic: [mybrain] Not a error just stupidity please move/remove
- Replies: 2
- Views: 1372
Re: [0.11.16] Checking charactor on disconnected player erro
Oh your right, I missed that typo... Sorry everybody My badkeyboardhack wrote:It's d.character instead of d.charactor
https://forums.factorio.com/wiki/inde ... /Character
- Tue Feb 24, 2015 1:19 am
- Forum: Not a bug
- Topic: [mybrain] Not a error just stupidity please move/remove
- Replies: 2
- Views: 1372
[mybrain] Not a error just stupidity please move/remove
Code: Select all
for i,d in pairs(game.players) do
if d and d.valid then
if d.charactor then
if d.charactor.valid then
F(i,d)
end
end
end
end
- Tue Feb 17, 2015 11:05 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
Well yes isn't that how it works?diegokilla wrote:So, just replace the .zip with the latest?
- Tue Feb 17, 2015 9:30 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
I'm getting an error every 10min or so: Warning: MoWeatherEvent doesnt have a function! If there is a log or something that anyone would like let me know and I'll try to get it posted. This isn't crashing the game or anything like that, but it is a little bit annoying so I thought I'd post it. Soun...
- Mon Feb 16, 2015 10:28 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoIndustry Offical Release
This update addresses some bugs/balance problems. MoLogicCore: Fixed Print function included in debug/misc modules. Fixed a problem with bot entity's being by placed by bots not detected properly. Included compound entity support. Basically its a set of functions that allow people to easily create t...
- Sun Feb 15, 2015 11:47 pm
- Forum: Modding discussion
- Topic: Modding tools??
- Replies: 11
- Views: 10703
Re: Modding tools??
Lua is done internally, once you export your "mod" all the files are auto made and sorted. all you need to do is press new item, add your data and do export. and there are 0 mistakes in the lua scripting to begin with. even a non programmer can work with this. as there is no scripting inv...
- Sun Feb 15, 2015 8:55 pm
- Forum: Modding discussion
- Topic: Modding tools??
- Replies: 11
- Views: 10703
Re: Modding tools??
What information would it need to display from the wiki? nvm, items aren't needed, but like https://forums.factorio.com/wiki/index.php?title=InsertItemNameHere and this program contain a tool for lua? I don't see the purpose of adding lua into this... Considering there's stuff like notepad++ which ...
- Sat Feb 14, 2015 7:25 pm
- Forum: News
- Topic: Friday Facts #73 - Minds versus bytes.
- Replies: 63
- Views: 44050
Re: Friday Facts #73 Minds versus bytes.
Dunno bout you guys... But im more excited about modding possibility's that will come out of the new endgame content.
- Thu Feb 12, 2015 4:49 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: MoIndustry Offical Release
Mocombat turns depleted uranium into heavy armor piercing rounds. But i can add some uses native to mopower. As for balancing the nuclear reactors Ill setup a test scenerio later and fiddle around with the balance. Ill aim for what you suggested, that sounds like a balanced setup.
- Thu Feb 12, 2015 12:17 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: Rounding it Out
[quote="xBlizzDevious"] I guess just turn up the fuel usage until fuel actually gets used at a reasonable rate? As for the number of steam engines... I think you'd struggle with getting the water to them with pressure before anything else becomes an issue. The "buffer bar" was a...
- Wed Feb 11, 2015 7:21 pm
- Forum: General discussion
- Topic: Chemical plant animation hidden by detailed info
- Replies: 4
- Views: 2037
Re: Chemical plant animation hidden by detailed info
I think this calls for the fuel/progress bars to be displayed on the detailed info.
- Wed Feb 11, 2015 7:12 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: Rounding it Out
[quote="xBlizzDevious"]Quick question: How powerful is the Nuclear Reactor? I was testing just what it could do and set up ~450 vanilla Steam Engines and many, many, MANY, modded mines that use up to 1.1MW each. I wasn't producing enough power, but they steam engines were going as hard as...
- Thu Feb 05, 2015 4:13 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 173562
Re: [MOD 0.11.X] MoMods: Rounding it Out
Can you name your zips like this https://forums.factorio.com/forum/viewtopic.php?f=14&t=5364, please? With every new release I must rename the zip file to match versions number. Ill reconfigure my publishing app for the next update then. I haven't done the renaming thing because of the way i pu...