Search found 9 matches
- Tue Dec 01, 2020 1:01 pm
- Forum: Technical Help
- Topic: [1.1.1] Error when loading a map
- Replies: 2
- Views: 1193
Re: [1.1.1] Error when loading a map
yeah, i did the same
- Thu Nov 26, 2020 10:56 am
- Forum: Technical Help
- Topic: [1.1.1] Error when loading a map
- Replies: 2
- Views: 1193
[1.1.1] Error when loading a map
I tried loading my 1.0.0 creative map in 1.1.1.
All the mods required to play was updated.
First time loading it i got an error "bad allocation"
Then i rebooted my computer and second time loading the map i got this error:
...Data/Roaming/Factorio/temp/currently-playing/control.lua:9: attempt to ...
All the mods required to play was updated.
First time loading it i got an error "bad allocation"
Then i rebooted my computer and second time loading the map i got this error:
...Data/Roaming/Factorio/temp/currently-playing/control.lua:9: attempt to ...
- Tue Nov 24, 2020 9:59 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 157342
Re: Version 1.1.0
Why did the character menu got moved to the left?
There was no reason to move it
There is also no way to move it back to the old position.
There was no reason to move it
There is also no way to move it back to the old position.
- Tue Nov 24, 2020 8:31 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crash when joining a multiplayer game (!Scenario::loadingUpdatingFlag.exchange(true) was not true)
- Replies: 1
- Views: 1118
[1.1.0] Crash when joining a multiplayer game (!Scenario::loadingUpdatingFlag.exchange(true) was not true)
also i had some mods enabled while joining a vanilla server and the mod sync box didnt appear.
then i tried disabling all the enabled mods and the game still crashed.
then i tried disabling all the enabled mods and the game still crashed.
- Fri Sep 25, 2020 2:22 pm
- Forum: General discussion
- Topic: Challenge: maximize research density
- Replies: 30
- Views: 13752
Re: Challenge: maximize research density
after a week of melting my brain, i finally come out with higher research density.
i thank quyxkh for his suggestion for 4-tile wide lane, and speed module on furnace. (i lost one week of my free time over this :cry: )
this factory has 462 spm and area = 162 * 132 = 21384 m^2
so the research ...
- Sat Aug 01, 2020 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.18.40] Crash in multiplayer: "...blueprint has empty contents but non-empty preview data."
- Replies: 1
- Views: 762
[kovarex] [0.18.40] Crash in multiplayer: "...blueprint has empty contents but non-empty preview data."
I cant upload the save file beacuse i was playing on a server.
The crash was very unexpected.
The crash was very unexpected.
- Thu Jul 23, 2020 9:46 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods
- Replies: 38
- Views: 24974
Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods
now this is more than epic
- Sat Jul 04, 2020 1:40 pm
- Forum: Modding help
- Topic: Change a modded recipe with an another mod?
- Replies: 2
- Views: 1541
- Sat Jul 04, 2020 12:36 pm
- Forum: Modding help
- Topic: Change a modded recipe with an another mod?
- Replies: 2
- Views: 1541
Change a modded recipe with an another mod?
I am very new in modding and I want to make a mod which changes an another mod recipe if the mod is active.
if (mods or script.active_mods)["LogisticTrainNetwork"] then
{
type = "recipe",
name = "logistic-train-stop",
enabled = true,
ingredients ={},
energy_required = 0.01,
result ...
if (mods or script.active_mods)["LogisticTrainNetwork"] then
{
type = "recipe",
name = "logistic-train-stop",
enabled = true,
ingredients ={},
energy_required = 0.01,
result ...