Search found 131 matches
- Tue Jan 12, 2016 8:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
- Replies: 25
- Views: 31769
Re: [MOD 0.12.x] Extra Tool Belts 0.1.0
Just so everybody knows, this works with 0.12.20 without any need to update.
- Tue Jan 12, 2016 8:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Log Stacks 0.0.1
- Replies: 1
- Views: 5254
Re: [MOD 0.12.x] Log Stacks 0.0.1
Just so everybody knows, this works with 0.12.20 without any need to update.
- Tue Jan 12, 2016 8:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Trash Slots Plus 0.1.0
- Replies: 3
- Views: 9079
Re: [MOD 0.12.x] Logistic Trash Slots Plus 0.1.0
Just so everybody knows, this works with 0.12.20 without any need to update.
- Tue Jan 12, 2016 8:55 am
- Forum: Mods
- Topic: [MOD 0.12.x] Diesel Fuel 0.0.4
- Replies: 25
- Views: 23960
Re: [MOD 0.12.x] Diesel Fuel 0.0.2
Just so everybody knows, this works with 0.12.20 without any need to update.
- Tue Jan 12, 2016 8:47 am
- Forum: Fan Art
- Topic: I love buffers
- Replies: 20
- Views: 40348
Re: I love buffers
As this is stackable, any chance you could provide a blueprint string? (Using this mod https://forums.factorio.com/forum/vie ... =14&t=6742)
- Sat Jan 09, 2016 8:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78053
Re: [MOD 0.12.x] Slipstream Chests - 2.0.0
Why not just share the solution? Which is replacing "game.on" with "script.on" iirc. True, and don't forget to remove script.on_save and replacing all the occurrences of sschests and schedule with global.sschests and global.schedule because script.on_save was removed apparaently...
- Sun Nov 01, 2015 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Smarter Trains ☸
- Replies: 7
- Views: 20814
Re: Smarter Trains ☸
So like the Smart Trains mod, where you have basic abilities to tell the train to go on full/empty, or when you get a signal input - It has a sensor next to the signal that reads the entire train's inventory. From this you can then decide on conditions (i.e. if copper ore is greater than 200 and iro...
- Sun Nov 01, 2015 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Extend Combinators
- Replies: 8
- Views: 13269
Re: Extend Combinators
you don't need >= or <=, just use !(x < y) and !(x > y) :P And how would you make that with Combinators? I personally need >= and <=, else it will double the combinators needed... >= and <= are used in basic programming languages so having this functionality in Factorio would be great.
- Sat Oct 31, 2015 11:53 am
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Trash Slots Plus 0.1.0
- Replies: 3
- Views: 9079
Re: [MOD 0.12.x] Logistic Trash Slots Plus 0.1.0
I have an inventory size of like 320 so i can say that you do need it (especially when fighting biter nests and getting tons of logs)
- Sat Oct 31, 2015 10:30 am
- Forum: Show your Creations
- Topic: Switching steam off with hot/cold water mixing
- Replies: 10
- Views: 23427
Re: Switching steam off with hot/cold water mixing
Clever setup you have here. I use a similar system for my 500+ boiler setup using pipe valves (mod) - same concept as pumps (in terms of turning on/off the flow of water), but without the pump itself. I then use a system to turn the water off when items are lacking - so i set up the "brains&quo...
- Sat Oct 31, 2015 10:17 am
- Forum: Mods
- Topic: [MOD 0.12.x] Robot Cargo Size 0.1.0
- Replies: 9
- Views: 14830
Re: [MOD 0.12.x] Robot Cargo Size 0.1.0
yea both mods are certainly useful.
If you are using lots of mods that add stuff i would recommend the toolbelt mod, as it gives you up to 4 more toolbelt rows (though i would suggest tweaking the GUI scale )
If you are using lots of mods that add stuff i would recommend the toolbelt mod, as it gives you up to 4 more toolbelt rows (though i would suggest tweaking the GUI scale )
- Thu Oct 29, 2015 3:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
- Replies: 25
- Views: 31769
Re: [MOD 0.12.x] Extra Tool Belts 0.1.0
Glad you like it
- Wed Oct 28, 2015 2:53 pm
- Forum: Mods
- Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
- Replies: 32
- Views: 28664
Re: [MOD 0.12.11+] Wireless Signals 0.0.2
If this would work with 0.12.10, could you release a version for it? I have over 50 mods installed so I am trying not to update until I know they will all work (or are easy to fix)
- Wed Oct 28, 2015 2:48 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27043
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
I should add that I did have a poke at the control file to test which command made it appear on load, so that may link to the error which says: Cannot execute command. Error: [string "game.player.gui.top.add{type= "flow", name="S..."]:1: Gui element with name SSU_flow_main a...
- Wed Oct 28, 2015 2:35 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27043
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
The last command worked fine, the first one gave an error.
Thanks for the quick response
EDIT:
May want to have a "set time to day" option too. (with revert to original time - like Factorio maps does)
Thanks for the quick response
EDIT:
May want to have a "set time to day" option too. (with revert to original time - like Factorio maps does)
- Wed Oct 28, 2015 1:20 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27043
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
I can confirm this is true.DOSorDIE wrote:Its works only in a new game ... cant use it on a existing game.
I am using the one for 0.12.13, but modified it by changing script. to game.
EDIT:
How do i forcefully make the GUI appear?
- Wed Oct 28, 2015 1:16 pm
- Forum: Mods
- Topic: [MOD 0.12.27] {SSU} ScreenShot Utility
- Replies: 35
- Views: 27043
Re: [MOD 0.12.11+] {SSU} ScreenShot Utility
Which version is this intended for? It says it is tested with 0.12.10, yet is for 0.12.11+... I am that guy that has 50+ mods and does not want to update until I am done with my current world (or i manage to edit each one with the game -> script changes)
- Tue Oct 27, 2015 12:47 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110368
Re: MOD [0.12.11+] Misanthrope 0.0.3 -- Better Biter Mechanics
Perhaps a train wagon that repairs everything within a radius with repair packs provided in its inventory, and it automatically goes from station to station? Looks like a great mod, and i shall be sure to use it in my next playthrough (i was the factory builder type with peaceful on, but not i want ...
- Mon Oct 26, 2015 3:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Roboport power line
- Replies: 2
- Views: 5417
Roboport power line
After getting frustrated with the fact you have to place a large power line in between vanilla roboports, I had an idea: Either increase the reaching distance of the power line to stretch full from roboport to roboport, or even make the roboport a power line too: so you do not need to power it with ...
- Sat Oct 24, 2015 9:06 am
- Forum: Ideas and Requests For Mods
- Topic: Gameplay Idea: Please the gods.
- Replies: 4
- Views: 12115
Re: Gameplay Idea: Please the gods.
Sounds like a good idea, Not sure if it is something that can be done using Factorio's map building / scenario maker. But i think the mod is totally do-ble (unfortunately i am not the sort of guy that can make that magic happen)
Though i shall look into it, may need someone else to help me though
Though i shall look into it, may need someone else to help me though