Search found 187 matches
- Mon Jul 04, 2016 3:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85984
Re: [MOD 0.12.+] Oxygen
i used the steam version - version 0.12.35 in the serverlog i get this line 52461.742 Error MultiplayerManager.cpp:110: MultiplayerManager failed: "Error while running the event handler: __Oxygen__/control.lua:219: User isn't connected; can't read character" 52461.742 Info MultiplayerMana...
- Sun Jul 03, 2016 7:01 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85984
Re: [MOD 0.12.+] Oxygen
Hi Need help with the mod i get alwas this error message control.lua:129:user isn´t connected;can´t read character and than the server crashed - i try it with various savegames - i have a server by nitrado.net Checksum for script __Oxygen__/control.lua: 3245535382 can anyone help me to fit it ? Hi,...
- Sat Jul 02, 2016 7:59 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
Yes, my plan is to update the mod in one of the next daysksw_otaku wrote:I like this mod, will update to 13?
- Mon May 16, 2016 7:28 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85984
Re: [MOD 0.12.+] Oxygen
It should be fixedSacredd wrote:Thanks for the update.
I am getting error if try to start with 1.3.10:
- Sat May 14, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85984
Re: [MOD 0.12.+] Oxygen
Any help would be appreciated.My problem is that if you put this mod in then load an older save you will have no oxygen meter or anything, I can still research the oxygen things, but there is no oxygen meter. Thanks in advance. (If you start a new game you do see the oxygen meter.) Same Problem. Ho...
- Sat May 14, 2016 7:26 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
My suggestion is, to randomize the water ponds if sea water or not sea water. In Bob's you can refine salt water to hydrogen and chlorine, but must first salten the normal pond water with salt from cooking water... This would be great to have salt water in ponds and also normal water. Maybe dependi...
- Sun May 08, 2016 1:26 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
I made a new update. Sorry for the delay. Now, if Bob's mods are installed, seawater is disabled (but in past you also were able to disable seawater in config...) The problem about ammona: I can't retrace it, if I install Bob's mods for test, it's also there, because Bob's mods don't use any ammonia...
- Thu Mar 24, 2016 5:21 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
The util.lua isn't a file of the mod but a file of the game. You find it in Factorio/data/core/lualibs. Oh, OK. I still wonder why doesn't light oil->petroleum gas cracking show up without using console commands to force it. According to in-game info, only bobs and this mod changes the recipe/resea...
- Sat Mar 19, 2016 9:35 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
I made an update, wherein (almost ;)) all the suggestions and bugs are considered. I cant, for the life of me, get these things to balance out. It seems like everything has hydrogen as a byproduct and I just cant get rid of it fast enough. Is there a way to convert this excess hydrogen back into a ...
- Thu Mar 17, 2016 3:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85984
Re: [MOD 0.12.+] Oxygen
Hey! I'm using your mod alongside Bob's Mods and N.Tech Chemistry, and they do make the research chain a bit longer, so it was practically impossible for me to get to Oxygen Refill with the 5 bottles that I spawned with. I used Console to give me new bottles until I researched it, and with it being...
- Sat Mar 12, 2016 8:42 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
ok and again, sry for bad English. I have another Problem! I want to craft Rocketfuel! But for this you need Amonia (the first blue on the Picture). I researched the 3 Points for Chemie (The first wich give me grey-red-grey and the Researchpoint with 2 Researchlevel [first give me Methanol second g...
- Mon Feb 22, 2016 2:02 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
sry for my bad english, but i have a very big Problem and i hope you can help me. Everywhere on my Map i become Seawater but i need Water to make Carbon. I understand i become water from the Pump but to craft this i need Carbon. What can/must i do? You have to purify the seawater in a chemical plant.
- Sat Feb 20, 2016 1:30 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.Szymcypt wrote:I've got same problem with no light oil -> petroleum gas recipe. Could you give me the command to force it up, please?
- Fri Feb 19, 2016 8:23 pm
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80346
Re: [MOD 0.12.+] N.Tech-Chemistry
Is it possible that the mod file that got uploaded is missing a file? I can see "require "util"" in control.lua but no such file seems to exist in the zip file. Also, I think this is what causes some of the recipes to be missing in-game though I'm not fully sure as I'm using a t...
- Sun Feb 07, 2016 8:24 am
- Forum: Modding help
- Topic: [0.12.20]Item Order Not Working!!
- Replies: 3
- Views: 3061
Re: [0.12.20]Item Order Not Working!!
I figured out, that the order strings only work perfectly for technologies. For items and recipes, they doesnt work well. I hope the team will fix it :/
- Sun Feb 07, 2016 8:16 am
- Forum: Gameplay Help
- Topic: How does resistence work?
- Replies: 3
- Views: 11637
Re: How does resistence work?
Taken damage is the lower of: damage - (damage * percentage) damage - decrease [for decrease < damage] or 1/(2 + decrease - damage) [for decrease >= damage] That doesnt work for me. I tested it on a stone furnace with physical 0/60% resistence by shoot it with a basic bullet magazine (2 physical) a...
- Sat Feb 06, 2016 10:07 pm
- Forum: Gameplay Help
- Topic: How does resistence work?
- Replies: 3
- Views: 11637
How does resistence work?
Hi, I tested a few hours to figure out how the resistence works. The wiki entry (from 2014), that it works like: damage - (damage * percentage) - decrease wasnt correct. I tested ingame with changing percentage and decrease, and I couldnt yet figure out the right formula. So, is there someone who kn...
- Sat Feb 06, 2016 12:28 pm
- Forum: Modding help
- Topic: How to determine if machine is running?
- Replies: 5
- Views: 15225
Re: How to determine if machine is running?
That also doesnt work for mining drills.Supercheese wrote:It would be resource-intensive, but you could check if the crafting_progress variable has changed lately, if so then crafting has clearly happened, if it hasn't changed at all, then no crafting has happened.
- Sat Feb 06, 2016 8:26 am
- Forum: Modding help
- Topic: How to determine if machine is running?
- Replies: 5
- Views: 15225
Re: How to determine if machine is running?
For mining drills there is afaik no method.
Maybe the mining_state property?
Maybe the mining_state property?
- Fri Feb 05, 2016 10:53 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 126302
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
Hi, this is a nice mod! Before I found it I was on the verge of doing a similar mod. I have some suggestions (dont know exactly whether they are already proposed): Underground ore generation (like on the earth's surface; with a config file to change the ores generated in subsurface (Bobs Ores mod co...