Search found 196 matches
- 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...
- 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
- 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...
- Mon Oct 19, 2015 1:36 pm
- 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] [kovarex] game.get_localised_technology_name gives error
Thumbs up to you!
- 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 ...
- 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 ...
- 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).
This doesn't happen when using technologies that don't contain any number (eg automation, optics etc).
This doesn't happen when using technologies that don't contain any number (eg automation, optics etc).
- 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...
- 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.
- 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 ...
- 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 ...
- 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...
- 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.
- 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)?
- 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.
- 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...