I'm often on a space platform 'moving' power poles for red/green wires and remove the copper wires because they're not needed and make things look better.
However when cutting and pasting them the game re-adds the cut wires so i have to remove them again. Quite annoying.
I've made a video ...
Search found 47 matches
- Sat Nov 16, 2024 8:56 pm
- Forum: Not a bug
- Topic: [2.0.19] Cutting and pasting a power pole re-adds copper wires that were previously removed
- Replies: 2
- Views: 496
- Mon May 18, 2020 8:21 pm
- Forum: Duplicates
- Topic: [0.18.24] Crash to desktop when placing modded item in blueprint lab mod
- Replies: 1
- Views: 819
[0.18.24] Crash to desktop when placing modded item in blueprint lab mod
Not sure if it's appropriate to to post crashes that are most likely caused by mods, but in my 2000+ gameplay i've never had one before
.
Reproducible in the attached save by either placing or ignoring the currently selected blueprint first, then placing steel pipes from the hotbar (fourth row).

Reproducible in the attached save by either placing or ignoring the currently selected blueprint first, then placing steel pipes from the hotbar (fourth row).
- Sat Apr 07, 2018 10:24 am
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 126453
Re: pY Industry - Discussion
Yeah, i have the tech unlocked, but electronic circuit boards are incredibly hard to make, and in my current game i'm still working towards them. Almost 300 hours in :)
The Construction Pynobot MK01 only requires basic electronic boards so i can build those, as well as the Py Roboport MK01, but the ...
The Construction Pynobot MK01 only requires basic electronic boards so i can build those, as well as the Py Roboport MK01, but the ...
- Thu Apr 05, 2018 7:14 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 126453
Re: pY Industry - Discussion
Greetings!
pyIndustry got an update and now we have earlier robots for you play. :) It will help plan better your big base with pymods :D
That's nice and all, but i still don't have any Electronic circuit boards (bobs) which are required to build any of the logistic chests.
Without logistic ...
pyIndustry got an update and now we have earlier robots for you play. :) It will help plan better your big base with pymods :D
That's nice and all, but i still don't have any Electronic circuit boards (bobs) which are required to build any of the logistic chests.
Without logistic ...
- Sat Aug 06, 2016 5:49 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355535
Re: [MOD 0.13.14] Robot Army. 0.2.1
Jup, that works!
- Sat Aug 06, 2016 1:11 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355535
Re: [MOD 0.13.14] Robot Army. 0.2.1
0.2.1. instantly crashed my save game:


- Thu Sep 10, 2015 10:57 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 233558
Re: General Discussion
There seems to be a bug in the requester wagon, when i set some logistics on the invisible requester chest and then move the train, the logistics are removed when the train stops again.
Apparently at line 523 in control.lua there are 3 lines disabled that actually fill the requester slots, why are ...
Apparently at line 523 in control.lua there are 3 lines disabled that actually fill the requester slots, why are ...
- Sun Aug 30, 2015 9:09 pm
- Forum: Modding help
- Topic: Stop character moving with belts
- Replies: 17
- Views: 9504
Stop character moving with belts
Is it possible to mod so that the player doesn't move when standing on belts but instead just stands still? I find it to be pretty annoying. 

- Sun Aug 30, 2015 2:05 pm
- Forum: Won't implement
- Topic: game.player.zoom readable
- Replies: 1
- Views: 3979
game.player.zoom readable
Currently game.player.zoom is write only, but i would like to actually read the current value for a mod i'm making (change player moving speed based on zoom level).
- Wed Aug 26, 2015 7:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 102192
Re: [MOD 0.12.x] Larger Inventory
Mod doesn't seem to be working in sandbox mode, probably because the character gets destroyed when starting that. Tried to fix it myself, but i couldn't get it working :/
- Wed Feb 25, 2015 10:09 pm
- Forum: Mods
- Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
- Replies: 53
- Views: 45026
Re: [MOD 0.11.16] Logistics Wagons 0.2.1
Thanks, works great now!
- Tue Feb 24, 2015 11:34 pm
- Forum: Mods
- Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
- Replies: 53
- Views: 45026
Re: [MOD 0.11.16] Logistics Wagons 0.2.0
Ok, so instead of doing that silly if check from my previous post add this to the top of function RequesterWagon:setRequestSlots():
if self.requestSlots == nil then
self:updateRequestSlots()
end
This immediately gets called after i load my bugged savegame (crashed happened a few second after ...
if self.requestSlots == nil then
self:updateRequestSlots()
end
This immediately gets called after i load my bugged savegame (crashed happened a few second after ...
- Tue Feb 24, 2015 10:14 pm
- Forum: Mods
- Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
- Replies: 53
- Views: 45026
Re: [MOD 0.11.16] Logistics Wagons 0.2.0
Got a little bug.
Happens sometimes when a train (electric (5dim)) with requester wagons stops at a station.
http://i.imgur.com/WFRRGCS.png
Partly fixed it by changing line 57 in requesterwagon.lua from:
if self.proxy ~= nil and self.requestSlots ~= {} then
To:
if self.proxy ~= nil and self ...
Happens sometimes when a train (electric (5dim)) with requester wagons stops at a station.
http://i.imgur.com/WFRRGCS.png
Partly fixed it by changing line 57 in requesterwagon.lua from:
if self.proxy ~= nil and self.requestSlots ~= {} then
To:
if self.proxy ~= nil and self ...
- Sun Mar 09, 2014 9:56 am
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 5315
Re: German Factorio Forums
Agreed, having language-specific forums only splits the community.
- Sat Mar 08, 2014 1:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Loading 0.9.1 save game crashes
- Replies: 7
- Views: 4114
Re: [0.9.2] Loading 0.9.1 save game crashes
Well, every save game, even from new games, crashed.
Looks like it had something to do with the gui elements the AdvancedEquipment mod adds (current time and health).
Disabled those lines in the mod, but my existing saves still don't load. New ones do.
Looks like it had something to do with the gui elements the AdvancedEquipment mod adds (current time and health).
Disabled those lines in the mod, but my existing saves still don't load. New ones do.
- Sat Mar 08, 2014 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Loading 0.9.1 save game crashes
- Replies: 7
- Views: 4114
[0.9.2] Loading 0.9.1 save game crashes
My 60+ hour mod crashes in 0.9.2 when i try to load it 
Mods that i'm using:

Mods that i'm using:
- 0.9.1 Hotfix
- AdvancedEquipment 0.3.1
- Industrio 0.3.3 (fixed for 0.9.1)
- Old World Labs 0.2.0
- Practically Infinite Resources 0.0.1 (slightly modified for oil)
- Sat Mar 08, 2014 12:12 pm
- Forum: General discussion
- Topic: Most Ridiculous Logistics Scene
- Replies: 3
- Views: 3449
Re: Most Ridiculous Logistics Scene
From one of my old games:


- Fri Mar 07, 2014 8:14 pm
- Forum: General discussion
- Topic: 0.9.2
- Replies: 16
- Views: 9212
Re: 0.9.2
We need some heavier machinery!


- Fri Feb 28, 2014 5:43 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
- Replies: 112
- Views: 74018
Re: [MOD 0.8.x] Industrio V0.3.3 - Now with 100% less bugs !
Pretty please!
- Wed Feb 26, 2014 7:52 pm
- Forum: Implemented Suggestions
- Topic: Logistic network, Storage Infoscreen
- Replies: 27
- Views: 16218
Re: Logistic network, Storage Infoscreen
I would love a screen just like the production (P) screen with graphs showing how much you have and had in storage. With that you can easily see if your storage is running out or not. 
