No problem.impetus maximus wrote:sweet. thanks Mooncat
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- Thu Aug 10, 2017 2:16 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390976
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
- Thu Aug 10, 2017 2:15 pm
- Forum: Mods
- Topic: [MOD 0.15+] Unhide Resistances v0.1.1
- Replies: 2
- Views: 1979
Re: [MOD 0.15+] Unhide Resistances v0.1.1
Released v0.1.1. New option: keep perfect resistance hidden - keep the resistances hidden for the entities that are immune to all damage types. It is turned on by default. It is specifically done for the player illusions in Supportive Weapons . Showing 100% for all damage types is wasting screen spa...
- Thu Aug 10, 2017 2:11 am
- Forum: Implemented mod requests
- Topic: Show force.character_..._bonus on the Bonuses UI
- Replies: 4
- Views: 3907
Re: Show force.character_..._bonus on the Bonuses UI
This thread can be moved to Implemented mod requests . Thanks Rseding91 and Nexela. :D @Dev-iL As Rseding91 said, their names implied what they do. Though that might requires some knowledge in the game. "reach distance" = the max distance you can open, copy-paste, quick insert to/pickup fr...
- Thu Aug 10, 2017 1:58 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390976
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
Fixed the bug that player character could be duplicated by spamming the off button of god mode. had a good laugh sending a ghost of me into a biters nest with that one before i upgraded. felt like Quaid until i realized it ran off with my armor. :lol: Mooncat is Creative Mode compatible with 0.15.3...
- Wed Aug 09, 2017 8:08 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 22423
Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Released v0.4.4. You will be notified to uninstall the old Color Picker sub-mods if any of them is detected.. The mod settings under "Map" have been switched to "Per player". Now changing the colors of train stops, locomotives, cargo wagons and fluid wagons using the color picker...
- Tue Aug 08, 2017 7:01 pm
- Forum: Mods
- Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
- Replies: 25
- Views: 13463
Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Would you be willing to revive this mod? With the recent changes to hazard concrete it no longer makes proper diagonal patters. OK. I will make a new mod called Hazard Concrete Edges. But I will need some time to make the new set of images to match the updated hazard concrete in 0.15. Looking forwa...
- Tue Aug 08, 2017 6:56 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390976
Re: [MOD 0.15.29+] Creative Mode 0.3.10 - Free heat, free biters
Released v0.3.10. Now you can test heat pipe setups without a reactor! (Why? Why not!) - New: Added new entities: heat source, heat void, biters, spitters, and other units that can be spawned by spawners. - Improvements: Matter sources will no longer insert modules to the module inventory of the tar...
- Tue Aug 08, 2017 6:23 pm
- Forum: Modding discussion
- Topic: Somethings not (or hidden) in doc but you need to know
- Replies: 43
- Views: 23364
Somethings not (or hidden) in doc but you need to know
It has been some time since I've started modding for Factorio. There's something that happens quite often: wow, so I can / cannot do this? I wish someone had told me before! Many hours have been wasted and we should avoid this. So, I would like to list the things that are not documented, or well hid...
- Tue Aug 08, 2017 3:01 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390976
Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes
Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list: Error while running event creative-mode::on_gui_click (ID 1) __creative-mode...
- Tue Aug 08, 2017 1:52 pm
- Forum: Modding discussion
- Topic: Possible to make some .14 mods work in .15? If so, how?
- Replies: 14
- Views: 4547
Re: Possible to make some .14 mods work in .15? If so, how?
For the long-pickup-research and long-loot-research technologies, now you only need to install Long Reach Research as they have been combined into it. But you will have to turn on "Enable long pickup technology" and "Enable long loot technology" in mod settings. It also includes ...
- Mon Aug 07, 2017 5:10 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 13536
Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
Released v0.3.1 with a fix about mod compatibility.
Changelog
- Sat Aug 05, 2017 10:36 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 13536
Re: [MOD 0.15.31+] Supportive Weapons v0.3.0 - New weapons
Released v0.3.0 with some fixes and 4 new categories of weapons. - New: Added 4 new categories of weapons: Sweeper robot Black hole Emergyency recall matrix Bounty weapons Added color effect for chemical plants with the following recipes: Sticky glue ball Mixed glue ball Raw Triton energy Triton ene...
- Sat Aug 05, 2017 6:47 pm
- Forum: Mods
- Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
- Replies: 25
- Views: 13463
Re: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
OK. I will make a new mod called Hazard Concrete Edges.Optera wrote:Would you be willing to revive this mod?
With the recent changes to hazard concrete it no longer makes proper diagonal patters.
But I will need some time to make the new set of images to match the updated hazard concrete in 0.15.
- Sat Aug 05, 2017 12:11 am
- Forum: News
- Topic: Friday Facts #202 - High res circuit connectors
- Replies: 35
- Views: 18269
Re: Friday Facts #202 - High res circuit connectors
hm... only one led on roboport.
How about make it 2 by adding on/off control for roboport?
How about make it 2 by adding on/off control for roboport?
- Thu Aug 03, 2017 1:52 am
- Forum: Releases
- Topic: Version 0.15.32
- Replies: 5
- Views: 13679
Re: Version 0.15.32
Oops, I forgot again that entity being invalid once it is destroyed.
Now I understand that the event IDs are here to overcome the increased difficulty for using remote.call since 0.15.27. It sounds fair. Thanks!
Now I understand that the event IDs are here to overcome the increased difficulty for using remote.call since 0.15.27. It sounds fair. Thanks!
- Wed Aug 02, 2017 1:25 pm
- Forum: Releases
- Topic: Version 0.15.32
- Replies: 5
- Views: 13679
Re: Version 0.15.32
Added script_raised_destroy reserved event ID. Added script_raised_built reserved event ID. Added script_raised_revive reserved event ID. Ah, so these are the reserved event IDs... I'm not sure about the usability now, after reading the document. The problem is that they don't have fixed parameters...
- Wed Aug 02, 2017 1:49 am
- Forum: General discussion
- Topic: We need mechs
- Replies: 8
- Views: 3427
Re: We need mechs
Spidertron, with weapons!
i.e. Something like tanks, but with normal movement control - it won't crash on other things!
i.e. Something like tanks, but with normal movement control - it won't crash on other things!
- Tue Aug 01, 2017 8:01 am
- Forum: Modding discussion
- Topic: Possible to make some .14 mods work in .15? If so, how?
- Replies: 14
- Views: 4547
Re: Possible to make some .14 mods work in .15? If so, how?
Most popular mods already updated on mods portal. You just only need to download them via ingame modmanager. If some mods are broken - try to request update on mod portal or on mod's forum thread. The best way is send pm to autor. The mod portal and forum thread have not notification. Actually, for...
- Tue Aug 01, 2017 7:54 am
- Forum: Modding help
- Topic: [Solved] Attempt to index global 'game' (a nil value)
- Replies: 3
- Views: 3314
Re: Attempt to index global 'game' (a nil value)
Change script.on_init(build_orderer()) script.on_configuration_changed(build_orderer()) to script.on_init(build_orderer) script.on_configuration_changed(build_orderer) ( Remove the pair of () ) Without (), you are registering the delegate of build_orderer as the event handler, which is the intended ...
- Tue Aug 01, 2017 7:44 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Show Resistances
- Replies: 17
- Views: 5362
Re: [Request] Show Resistances
My pleasure.