Search found 131 matches

by MrDrummer
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.
by MrDrummer
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.
by MrDrummer
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.
by MrDrummer
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.
by MrDrummer
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)
by MrDrummer
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...
by MrDrummer
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...
by MrDrummer
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.
by MrDrummer
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)
by MrDrummer
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...
by MrDrummer
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 :lol: )
by MrDrummer
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 :)
by MrDrummer
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)
by MrDrummer
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...
by MrDrummer
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 :D

EDIT:
May want to have a "set time to day" option too. (with revert to original time - like Factorio maps does)
by MrDrummer
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

DOSorDIE wrote:Its works only in a new game ... cant use it on a existing game.
I can confirm this is true.

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?
by MrDrummer
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)
by MrDrummer
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 ...
by MrDrummer
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 ...
by MrDrummer
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 :)

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