Search found 187 matches

by Natha
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...
by Natha
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,...
by Natha
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

ksw_otaku wrote:I like this mod, will update to 13?
Yes, my plan is to update the mod in one of the next days :)
by Natha
Mon May 16, 2016 7:28 am
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 85984

Re: [MOD 0.12.+] Oxygen

Sacredd wrote:Thanks for the update.
I am getting error if try to start with 1.3.10:
Zwischenablage06.png
It should be fixed :)
by Natha
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...
by Natha
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...
by Natha
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...
by Natha
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...
by Natha
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 ...
by Natha
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...
by Natha
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...
by Natha
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.
by Natha
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

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?
Are you sure that you researched the technology that enables that recipe? Because my mod only changes a ingredient of the recipe.
by Natha
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...
by Natha
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 :/
by Natha
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...
by Natha
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...
by Natha
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?

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.
That also doesnt work for mining drills.
by Natha
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?
by Natha
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...

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