Search found 410 matches
- Mon Mar 09, 2015 7:20 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 83515
Re: [0.11.x] Y.Petremann's mods (5 mods)
I've added my last new mod ... The creative mode which permit you to make some test without having to worry about resources ...
- Sun Mar 08, 2015 6:42 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 115306
Re: [MOD 0.11.x] TimeButtons v0.2.1
Sorry but for me, I found your mod a bit too simple, it don't have the same functionnalitys as time buttons ...Mr. Thunder_Tw wrote:please check out my Mod called ThunderGui too, might help here
- Sat Mar 07, 2015 2:55 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 115306
Re: [MOD 0.11.x] TimeButtons v0.2.1
Since they removed mouse position detection, it is not possible to access the configuration menu True, and i really want the config D: Since I use a lot of mods that are natively not compatibles, I've made my way to modify some of them to fit my needs, TimeButtons is one of them ... for now the mod...
- Fri Mar 06, 2015 11:23 pm
- Forum: Releases
- Topic: Version 0.11.17
- Replies: 46
- Views: 51453
Re: Version 0.11.17
I've got this error when auto-updating : Update failed: File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content Are you sure you didn't edit the file manually? In fact I've edited it ... simply to implement the patch that have been added with this version ...
- Fri Mar 06, 2015 4:41 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 83515
Re: [0.11.x] Y.Petremann's mods (4 mods)
I've looked a bit and one problem was the impossibility to craft the oil-refinery, I've added some recipes because it wasn't logic for me to to disable them when other where enabled No hand crafting (1.0.1) : Balancing: added back in burner assembling machine : iron-chest added back in burner assemb...
- Fri Mar 06, 2015 4:04 pm
- Forum: Implemented mod requests
- Topic: Changelogs for mods
- Replies: 0
- Views: 2246
Changelogs for mods
Mods should be able to have a changelog button in the mods interface if they have a changelog.txt file.
I don't know if that the correct section for this type of feature request
I don't know if that the correct section for this type of feature request
- Fri Mar 06, 2015 4:45 am
- Forum: Ideas and Requests For Mods
- Topic: Objective manager
- Replies: 5
- Views: 8317
Re: Objective manager
Just stupid idea: How would it be to have items instead of code for that? Place new item called "ResourceObjective" and trigger it to "Display" by new circuit logic in promised 0.12. Then it will display a new objective to obtain X res. as configured and will automatically disap...
- Thu Mar 05, 2015 11:01 pm
- Forum: Releases
- Topic: Version 0.11.17
- Replies: 46
- Views: 51453
Re: Version 0.11.17
I've got this error when auto-updating :
Code: Select all
Update failed:
File /home/user/.local/opt/factorio/data/base/scenarios/sandbox/control.lua has unexpected content
- Thu Mar 05, 2015 10:41 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 83515
Re: [0.11.x] Y.Petremann's mods (3 mods)
The rocket defense requires the assembly of 5 items at once, but the default assembly machines can assemble things with up to 4 items. You will be unable to craft these items with the default assembly machines. I would like you to verify before saying something wrong, tier 3 assemblng machine can c...
- Thu Mar 05, 2015 4:57 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 83515
[0.11.x] Y.Petremann's mods (6 mods)
Informations : Here is a collection of mods I've made, updated or completely modified. The reason I originally make these is because I needed them mostly in the way they are made. I made them public only because I thought other peoples would like them. With the 0.12 update, I needed to migrate all ...
- Thu Mar 05, 2015 8:55 am
- Forum: Won't fix.
- Topic: Trailer Mod cause crash
- Replies: 2
- Views: 5311
Re: Trailer Mod cause crash
Trailer Mod is no longer supported. You need to downgrade to 0.10 if you want it to work. https://forums.factorio.com/forum/viewtopic.php?t=4273 I've simply seen this because I'm creating a tool to load factorio data to make some simulations and get some statistics and that for now it don't support...
- Thu Mar 05, 2015 7:40 am
- Forum: Won't fix.
- Topic: Trailer Mod cause crash
- Replies: 2
- Views: 5311
Trailer Mod cause crash
I tried to enable the Trailer Mod and I get this crash :
Code: Select all
Error Util.cpp:43: __trailer__/data.lua:151: attempt to index field 'created_effect' (a nil value)
- Thu Mar 05, 2015 6:09 am
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 115306
Re: [MOD 0.11.x] TimeButtons v0.2.1
Since they removed mouse position detection, it is not possible to access the configuration menu True, and i really want the config D: Since I use a lot of mods that are natively not compatibles, I've made my way to modify some of them to fit my needs, TimeButtons is one of them ... for now the mod...
- Wed Mar 04, 2015 9:37 pm
- Forum: Ideas and Requests For Mods
- Topic: Objective manager
- Replies: 5
- Views: 8317
Objective manager
In scenarios we get the possibility to have objectives. I really would like to have something to manage objectives in games where there is no objectives, my idea comes in two parts : The objectives : They are not something you can fail but more something you can do. Get X of resource Produce X of re...
- Wed Mar 04, 2015 5:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] Liquid only furnace type assembler cause crash
- Replies: 1
- Views: 1505
[0.11.16] Liquid only furnace type assembler cause crash
I am currently creating a mod that in first place have a simple fusion reactor, this take any liquids of my mod and transform them to another liquid. Here is the code : data:extend({ { name = "factochem-simple-fusion-reactor", flags = {"placeable-neutral", "placeable-player&...
- Tue Mar 03, 2015 1:48 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 172781
Re: [MOD 0.11.X] Air Filtering
That was the first version. y.petremann changed it to be a furnace, but yeah. That's the whole concept behind this ;) As developers said it, assembler and furnace are now based on the same thing, it only change the way it works (automatic furnace way or recipt selection based way), the fact that yo...
- Fri Feb 27, 2015 1:37 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 172781
Re: [MOD 0.11.X] Air Filtering
I've not seen this problem, maybe because of game differences between platfoms (I use a linux system). I've made two versions that solve the problem, I don't know which version is better than the other, simply say which work the best : Version 1 It force the update of the air filter machines to furn...
- Wed Feb 25, 2015 12:25 am
- Forum: Implemented mod requests
- Topic: Way to hide recipies from main inventory
- Replies: 5
- Views: 7378
Re: Way to hide recipies from main inventory
I've already done that before, but if I'm not wrong, it don't hide for hand crafting, just disabling ?
I also came to the point where I use furnace recipies to have them automatic (my fusion reactor for example always comes with 2 elements to fuse into one)
I also came to the point where I use furnace recipies to have them automatic (my fusion reactor for example always comes with 2 elements to fuse into one)
- Tue Feb 24, 2015 11:56 pm
- Forum: Implemented mod requests
- Topic: Way to hide recipies from main inventory
- Replies: 5
- Views: 7378
Re: Way to hide recipies from main inventory
Okay, so I've tested a basic modification of a mod (air filters) I've put the "filter air" recipe in a custom category it has not worked, I've tried also tomodify the recipe so it works like in a furnace, and nothing more. The mod is here https://forums.factorio.com/forum/viewtopic.php?f=1...
- Tue Feb 24, 2015 4:17 am
- Forum: Modding discussion
- Topic: Modding Guidelines
- Replies: 0
- Views: 3077
Modding Guidelines
Disclamer I know that all things in this thread is a personal view for now, don't complain about it but make it be a general point of view. Introduction This thread is to talk about general guidelines for modding, not a tutorial, but points that modders should follow to have good quality mods that ...