Search found 9 matches

by nt1soc
Tue Dec 01, 2020 1:01 pm
Forum: Technical Help
Topic: [1.1.1] Error when loading a map
Replies: 2
Views: 235

Re: [1.1.1] Error when loading a map

yeah, i did the same
by nt1soc
Thu Nov 26, 2020 10:56 am
Forum: Technical Help
Topic: [1.1.1] Error when loading a map
Replies: 2
Views: 235

[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: atte...
by nt1soc
Tue Nov 24, 2020 9:59 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 43730

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.
by nt1soc
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: 306

[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.
by nt1soc
Fri Sep 25, 2020 2:22 pm
Forum: General discussion
Topic: Challenge: maximize research density
Replies: 31
Views: 4420

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 densit...
by nt1soc
Sat Jul 04, 2020 12:36 pm
Forum: Modding help
Topic: Change a modded recipe with an another mod?
Replies: 2
Views: 364

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...

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