Search found 35 matches
- Sat May 19, 2018 5:31 pm
- Forum: Modding help
- Topic: Efficiency mod in 0.16
- Replies: 3
- Views: 1353
Efficiency mod in 0.16
Hi all, There was a great mod called Efficiency in 0.15 https://mods.factorio.com/mod/efficiency It should still work in 0.16 but i have a problem loading it. It says "Recipe is in crafting categoty but has a non-item ingridient liquid-sulfuric-acid". It is said about better Processing Uni...
- Sun Apr 15, 2018 9:00 am
- Forum: Modding help
- Topic: AutoCraft 0.16?
- Replies: 3
- Views: 1288
Re: AutoCraft 0.16?
Thanks,
That should work. But i always liked AutoCraft because it let me individually assign a number of items i want to craft. HandyHands is less versatile. But i guess i there is no other option.
That should work. But i always liked AutoCraft because it let me individually assign a number of items i want to craft. HandyHands is less versatile. But i guess i there is no other option.
- Wed Apr 11, 2018 4:19 pm
- Forum: Modding help
- Topic: AutoCraft 0.16?
- Replies: 3
- Views: 1288
Re: AutoCraft 0.16?
HandyHands has a lowest setting of 0.2 stacks which with big stack eats up my iron too fast while crafting too many inserters. I get either 200 on lowest setting or nothing at all.
- Sat Apr 07, 2018 2:35 pm
- Forum: Modding help
- Topic: AutoCraft 0.16?
- Replies: 3
- Views: 1288
AutoCraft 0.16?
Can anybody help migrate AutoCraft to 0.16?
https://mods.factorio.com/mod/autocraft
I play with big stacks and HandyHands isn't good with this situations. Autocraft lets you define what you want to craft and is better suited for this role. Unfortunately it is not being updated by its author.
https://mods.factorio.com/mod/autocraft
I play with big stacks and HandyHands isn't good with this situations. Autocraft lets you define what you want to craft and is better suited for this role. Unfortunately it is not being updated by its author.
- Sat Apr 07, 2018 11:00 am
- Forum: Mods
- Topic: 25mm for vehecles or Devterev's Warfare
- Replies: 5
- Views: 3995
Re: 25mm for vehecles or Devterev's Warfare
Thanks a lot - it worked. I made a similar change for powerpole reach, as it has the same limit of 64? and bob brings it to 64 very fast
Hope author updates the mod himself.
Hope author updates the mod himself.
- Fri Apr 06, 2018 5:08 pm
- Forum: Mods
- Topic: 25mm for vehecles or Devterev's Warfare
- Replies: 5
- Views: 3995
- Wed Apr 04, 2018 4:31 pm
- Forum: Modding help
- Topic: Help with Config+ 0.16
- Replies: 2
- Views: 961
Re: Help with Config+ 0.16
Obviously, If only i had a better grasp of LUA :( for groupname, group in pairs(d) do -- Robots if groupname:match("-robot$") then for _, proto in pairs(group) do mult(proto, "speed", "robot_speed", 4) if proto.max_energy and setting("robot_energy") ~= 1 and p...
- Wed Apr 04, 2018 4:27 pm
- Forum: Mods
- Topic: 25mm for vehecles or Devterev's Warfare
- Replies: 5
- Views: 3995
Re: 25mm for vehecles or Devterev's Warfare
If i try to load it in 0.16 i have an error saying that maximum wire distance of powerpoles must be =< than 64. Can you fix it?
- Tue Apr 03, 2018 4:52 am
- Forum: Modding help
- Topic: Help with Config+ 0.16
- Replies: 2
- Views: 961
Help with Config+ 0.16
I played in 0.15 with Config + mod which i would like to play in 0.16 too. It is a very good tweak mod. https://mods.factorio.com/mod/ConfigPlus Unfortunately mod author no longer plays Factorio, so he is not going to update it. Then i try to cram it into 0.16 anyway it says that electric pole reach...
- Mon Oct 23, 2017 7:31 pm
- Forum: Modding help
- Topic: Console code for logisitic robot cargo capacity
- Replies: 2
- Views: 3659
Re: Console code for logisitic robot cargo capacity
I mistyped It was 0.14 and i somehow made it 0.45 O_O
But thanks - i forgot that s in robots and now it works.
But thanks - i forgot that s in robots and now it works.
- Sat Oct 21, 2017 8:16 pm
- Forum: Modding help
- Topic: Console code for logisitic robot cargo capacity
- Replies: 2
- Views: 3659
Console code for logisitic robot cargo capacity
What the topic says. Can't find a code to change cargo capacity (bonus) of logistic robots which works in 0.45.
- Tue Oct 17, 2017 7:00 am
- Forum: Modding help
- Topic: Making Fluid Void work in 0.15
- Replies: 5
- Views: 1885
Re: Making Fluid Void work in 0.15
Oh... I am a little bit fanatical over mods. I always try to get most of them - so i not only have all of your mods and angels, but also almost 200 others. A game is becoming a bit slow to load but getting through THAT production lines is way more inteeresting. In 0.14 i had DyTech over your mods so...
- Mon Oct 16, 2017 9:29 am
- Forum: Modding help
- Topic: Making Fluid Void work in 0.15
- Replies: 5
- Views: 1885
Re: Making Fluid Void work in 0.15
O_O
I posted a question and a new mod which reworks old Fluid Void pops up in mods.factorio the same day - https://mods.factorio.com/mods/Nibuja05 ... void-extra
I posted a question and a new mod which reworks old Fluid Void pops up in mods.factorio the same day - https://mods.factorio.com/mods/Nibuja05 ... void-extra
- Mon Oct 16, 2017 8:12 am
- Forum: Modding help
- Topic: Making Fluid Void work in 0.15
- Replies: 5
- Views: 1885
Re: Making Fluid Void work in 0.15
Oh, i thought it's the one from Angel's mods which only destroys gases. Thanks - it is exctly what i am looking for.
- Sun Oct 15, 2017 6:42 pm
- Forum: Modding help
- Topic: Making Fluid Void work in 0.15
- Replies: 5
- Views: 1885
Making Fluid Void work in 0.15
Hi all, There is a good mod i used in 0.14 https://mods.factorio.com/mods/Rseding91/Fluid%20Void It is a Phantom pipe which is 1x1 and can really help with all that Angel is throwing at you (better than his giantic clarifier). It does not start up in 0.15 - says that ingredients in recipe is nul and...