When I try to delete the combinator, this message comes:
Is it because I bought it and have not yet explored?
Search found 102 matches
- Sat Sep 05, 2015 9:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 43017
- Fri Sep 04, 2015 6:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29715
Re: [MOD 0.12.x] Circuit GUI 0.1.0
THX - how cool mod!
- Fri Sep 04, 2015 9:19 am
- Forum: Mods
- Topic: [0.12.0]The "No Crafting Challange" Mod 0.2.3
- Replies: 3
- Views: 10913
Re: [0.12.0]The "No Crafting Challange" Mod 0.2.3
it works - thx
- Fri Sep 04, 2015 8:53 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 124422
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Here are some ideas for their cool mod:
- Illuminated letters, numbers, arrows for railway stations, industrial estates ...
- Ability to set Vanilla Trees
- Illuminated letters, numbers, arrows for railway stations, industrial estates ...
- Ability to set Vanilla Trees
- Thu Sep 03, 2015 1:21 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Galactic Trade
- Replies: 179
- Views: 123231
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
How can I version 0.6.0 compel read the config.lua?
This line is not about:
global.gt_reload_item_values_on_load = true
thx for help
This line is not about:
global.gt_reload_item_values_on_load = true
thx for help
- Tue Sep 01, 2015 9:11 pm
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 54879
- Tue Sep 01, 2015 9:34 am
- Forum: Mods
- Topic: [>=0.12.5] Slipstream
- Replies: 10
- Views: 13233
Re: [>=0.12.5] Slipstream
THX!!!
Edit 1:
Could you please configure SlipstreamChests so, that they can be connected with a signal cable to the network, please?
Edit 1:
Could you please configure SlipstreamChests so, that they can be connected with a signal cable to the network, please?
- Tue Sep 01, 2015 8:31 am
- Forum: Mods
- Topic: [0.12.X] TimeButtons
- Replies: 35
- Views: 36526
Re: [0.12.X] TimeButtons
@ KeepOnBuilding - thx
- Tue Sep 01, 2015 8:29 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92752
Re: [0.12.5+] ModuleInserter 0.0.8
thx - Choumiko
- Tue Sep 01, 2015 8:26 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48689
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Yes, the 0.9.1 is running without any problems up to the Lags. Also when I load an old save, from the version 0.9.2, which does not work, run the 0.9.1 without problems. If I change in the same save to 0.9.2, I can no longer operate the 2.Chest. If I then switch to 0.9.1, it goes again .... -- Now I...
- Mon Aug 31, 2015 8:37 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121390
Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.7
@ waduk..
thx, I'll try it so
thx, I'll try it so
- Mon Aug 31, 2015 12:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48689
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Version 0.9.2 does not work with other saves. All other GUIs function properly - except the mod "Time" button ... But this is why I have deactivated. Why is there then with the 0.9.1 no problems, except the LAGs? Therefore, it must are located on the version 0.9.2. Galactic Trade works act...
- Mon Aug 31, 2015 11:59 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121390
Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.7
Hi Coumiko, how can I load this blueprints into play again?
Or are they "lost" when they not are in a **book.lua *?
thx for your help.
Or are they "lost" when they not are in a **book.lua *?
thx for your help.
- Sun Aug 30, 2015 8:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48689
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
I always play created using own cards with the editor. It is so that 0.9.1 works without problems, just with pesky LAGs I'm trying to uninstall mods .. Thank you for your attention EDIT: I have all the mods deactivated except: "color-coding_1.0.6". This mod can not be disabled, otherwise t...
- Sun Aug 30, 2015 3:07 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302466
Re: [0.12.2+] SmartTrains 0.3.65
Thanks for your work.
I have just started a new game and have not yet explored the trains.
But I'm really happy to test the new version
I have just started a new game and have not yet explored the trains.
But I'm really happy to test the new version
- Sun Aug 30, 2015 8:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 48689
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
... Did the start button disappear or the whole GUI? ... The Start button was there, the GUI no longer. Now I try a new game and only with the new version. The old version with 100 cyber Chests jerky very strong. In the new version that is jerk away - well worth it! ---- Edit 1: I started a new game...
- Sat Aug 29, 2015 1:16 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92752
Re: [0.12] ModuleInserter 0.0.6
Hier in deutsch:
- Sat Aug 29, 2015 8:08 am
- Forum: Mods
- Topic: [MOD 0.12.X] Galactic Trade
- Replies: 179
- Views: 123231
Re: [MOD 0.12.5] Galactic Trade (Now With Multiplayer)
Thanks, I'll start a new game, and really looking forward to version 0.6.1 - thanks for the work
- Fri Aug 28, 2015 2:39 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Galactic Trade
- Replies: 179
- Views: 123231
Re: [MOD 0.12.4+] Galactic Trade (Now With Multiplayer)
my galactic trade version is 0.5.3.
- Fri Aug 28, 2015 8:56 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92752
Re: [0.12] ModuleInserter 0.0.5
It is an honor for me, and I translate the "locale" also like in German, if you do not want to do it yourself that.
A super-mod!
A super-mod!