Search found 196 matches

by MrDoomah
Thu Oct 22, 2015 12:00 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121700

Re: [0.12.12] Research queue

ok, i have a love-hate relationship with you now. I love that you made this. i hate that you beat me to it! :) I seriously was researching this for several weeks. I will be looking through your mod to see how you did it. Nice job! Feel free to look at the code. I'm not a good programmer so it might...
by MrDoomah
Wed Oct 21, 2015 6:02 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121700

Re: [0.12.12] Research queue

This mod is far from complete, but it works (in vanilla SP at least) so I decided to release it in order to get some feedback. :D
by MrDoomah
Wed Oct 21, 2015 6:01 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121700

[MOD 0.12.12+] Research queue 1.2.6

Type: Mod Name: Research queue Description: Lets you queue up your research. License: https://i.creativecommons.org/l/by-nc-sa/4.0/80x15.png Version: 1.2.6 Release: 2015-10-21 Tested-With-Factorio-Version: 0.12.17 - 0.12.34 Category: Convenience Tags: Research, queue, technology Download-Url: resear...
by MrDoomah
Mon Oct 19, 2015 8:21 am
Forum: Resolved Problems and Bugs
Topic: [0.12.11] [kovarex] game.get_localised_technology_name gives error
Replies: 6
Views: 7643

Re: [0.12.11] game.get_localised_technology_name gives error

That makes sense internally, but for an api it should still return "automation 2". Now I need to take the technology name, strip it of its number (if any) and the dash before it, run that through the get_localised_name, and then add the number back in. Besides, as far as I know, trying to ...
by MrDoomah
Sun Oct 18, 2015 8:06 pm
Forum: Modding help
Topic: Gui help
Replies: 4
Views: 5894

Re: Gui help

So you are working on a research queue mod? sounds neat :) 1- use checkboxes for the icons, buttons seem to always scale and ignore the scaling option in my experience so far. 2- for frames you can use minimal_width and minimal_height and also just width, also you can set a width on labels/buttons ...
by MrDoomah
Sun Oct 18, 2015 7:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.11] [kovarex] game.get_localised_technology_name gives error
Replies: 6
Views: 7643

[0.12.11] [kovarex] game.get_localised_technology_name gives error

When trying to get a string using game.get_localised_technology_name, it gives an error if the technology name ends in a number (eg, automation-2).

Image

This doesn't happen when using technologies that don't contain any number (eg automation, optics etc).
by MrDoomah
Sat Oct 17, 2015 11:30 pm
Forum: Modding help
Topic: Gui help
Replies: 4
Views: 5894

Re: Gui help

Ok, I've been doing some tinkering, and these are the issues I still have now: http://i.imgur.com/u4y6L8J.jpg 1) some icons are too wide. For some reason icons that don't fill the full 64x64 icon get scaled and I can't stop that. 2) Explosives and rocketry are on the same line, I don't want that. Al...
by MrDoomah
Sat Oct 17, 2015 3:40 pm
Forum: Mods
Topic: [MOD 0.12.10+] Crafting equipment
Replies: 8
Views: 31311

Re: [MOD 0.12.10+] Crafting equipment

I've updated the mod for v0.12.11.
by MrDoomah
Fri Oct 16, 2015 7:10 pm
Forum: Modding help
Topic: Gui help
Replies: 4
Views: 5894

Gui help

Hello, Can anyone create a quick guide/tutorial on how to create gui's? I can't get any further than simple gui's in the top left / center of the screen. I've tried looking at the advanced logistics mod and the test mode mod but that doesn't make me any wiser. Anyone with more knowledge can tell me ...
by MrDoomah
Tue Oct 13, 2015 9:39 am
Forum: Mods
Topic: [MOD 0.12.10+] Crafting equipment
Replies: 8
Views: 31311

Re: [MOD 0.12.10] Crafting equipment

Do the crafting speed booster stack? Can i have 4 mk3 and craft at 300% speed? Yes it does! In fact, you could even mix the mk3's with other levels and it will sum up (if you have enough energy) or average if you don't. The recipes are hidden in you don't equip the right equipment. For example, if ...
by MrDoomah
Mon Oct 12, 2015 1:23 pm
Forum: Mods
Topic: [MOD 0.12.10+] Crafting equipment
Replies: 8
Views: 31311

[MOD 0.12.10+] Crafting equipment

Type: Mod Name: Crafting equipment Description: Gives you modular equipment that allows for faster manual crafting and unlocks certain crafting recipes. License: CC BY-NC 4.0 Version: 1.0.1 Release: 2015-10-17 Tested-With-Factorio-Version: 0.12.11 Category: Convenience Tags: Modular equipment, craft...
by MrDoomah
Sun Aug 30, 2015 8:10 pm
Forum: Mods
Topic: [MOD 0.16.x] Large Chests
Replies: 73
Views: 44488

Re: [MOD 0.12.x] Large Boxes

Error on startup: File __Chest__/graphics/technology/Chest.png not found.
by MrDoomah
Sun Aug 30, 2015 6:38 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 174039

Re: MoMods: CoreMod Downloads

Are the combat roboports not in the mod now (.12)?
by MrDoomah
Thu Aug 13, 2015 1:13 am
Forum: Ideas and Suggestions
Topic: MP: one player manually saves, everyone gets that save.
Replies: 4
Views: 1433

Re: MP: one player manually saves, everyone gets that save.

That sounds good. Or perhaps create a toggle options in the menu you can personally specify if you want to save if others are saving.
by MrDoomah
Wed Aug 12, 2015 8:34 pm
Forum: Ideas and Suggestions
Topic: MP: one player manually saves, everyone gets that save.
Replies: 4
Views: 1433

MP: one player manually saves, everyone gets that save.

Like the title says: when one player makes a save, everyone in that game should make a save. Just like the autosaves work now. You can give it the same name, or perhaps just give it a timestamp + players in game as name. This would save the (small) hassle of every player saving the game on their own...

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