Search found 44 matches
- Sat Nov 09, 2024 4:31 am
- Forum: Not a bug
- Topic: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
- Replies: 5
- Views: 629
Re: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
I see - thank you. I might suggest to not turn the row green then. Thanks again for the explanations!
- Fri Nov 08, 2024 6:22 pm
- Forum: Not a bug
- Topic: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
- Replies: 5
- Views: 629
Re: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
Thanks boskid. I do understand why the 'each' is outputting [] now. However, my report is about the 'or' condition not behaving as OR. As you can see, one of the two conditions is true, so TRUE | FALSE should ==> TRUE, but it is evaluating as FALSE.
I am assuming the green means TRUE, if that is ...
I am assuming the green means TRUE, if that is ...
- Sun Nov 03, 2024 3:52 am
- Forum: Not a bug
- Topic: [2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
- Replies: 5
- Views: 629
[2.0.13] OR in decider combinator with EACH + EVERYTHING signals does not behave as expected
I'm trying to create a generic train stop combinator that will call trains when
1/ Any of the material is less than some amount [can take more into storage]
2/ There is no material present
Hence, using the EVERYTHING of nothing test.
The condition evaluates correctly, but the OR does not behave ...
1/ Any of the material is less than some amount [can take more into storage]
2/ There is no material present
Hence, using the EVERYTHING of nothing test.
The condition evaluates correctly, but the OR does not behave ...
- Sun Nov 03, 2024 3:02 am
- Forum: Not a bug
- Topic: [2.0.13] "copy and paste" icon inside logical condition
- Replies: 2
- Views: 246
Re: [2.0.13] "copy and paste" icon inside logical condition
I got this as well!
- Fri Apr 22, 2022 1:31 am
- Forum: PyMods
- Topic: Anyone else playing with biters?
- Replies: 22
- Views: 13436
Re: Anyone else playing with biters?
I use this mod with Py - it causes evolution to increment on research, not
I take no credit for it - I just repackaged it for 1.1 - but it works great. I use it with all the large modpack games because it really sucks to get a few hundred hours in and then realize the balance is wrong.
https ...
I take no credit for it - I just repackaged it for 1.1 - but it works great. I use it with all the large modpack games because it really sucks to get a few hundred hours in and then realize the balance is wrong.
https ...
- Thu Apr 21, 2022 3:40 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 32714
Re: [MOD 0.18.x] KenirasRandomRecipes
@Kenira, here is the save file that reproduces the issue in https://mods.factorio.com/mod/zKenirasR ... 64f5dc25ed. You'll have to add your mod to it after you sync to this save.
Thanks for taking a look!
Thanks for taking a look!
- Tue Jun 01, 2021 4:34 pm
- Forum: Mods
- Topic: [MOD 0.15-0.17] Research causes evolution
- Replies: 6
- Views: 3263
Re: [MOD 0.15-0.17] Research causes evolution
I posted an updated to this as it seems to work just fine in 1.1 : https://mods.factorio.com/mod/research_ ... grimerxfix
I am happy to take it down if H8UL continues work on it. I've made no logic changes.
I am happy to take it down if H8UL continues work on it. I've made no logic changes.
- Sun Jun 30, 2019 7:26 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122993
Re: [MOD 0.15] AAI Industry
Correct. But give them timeaelishir wrote: Sun Jun 30, 2019 5:29 pmso, no solution for moment, it's thats?GrimerX wrote: Sun Jun 30, 2019 3:20 am FYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sun Jun 30, 2019 3:20 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122993
Re: [MOD 0.15] AAI Industry
FYI - some compatibility issues between AAI Industry and Bob's new steam era stuff : viewtopic.php?f=51&t=64435&p=439508#p439508
- Sun Jun 30, 2019 3:18 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 228555
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
The problem is... do I do what I did with Bobplates metal technology ...
- Sun Jun 30, 2019 12:45 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 228555
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
The problem is... do I do what I did with Bobplates metal technology, where ...
- Sat Jun 29, 2019 7:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 228555
Re: [0.17.x] Bob's Mods: General Discussion
FYI some of your technologies conflict with AAI Industries
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
These are the main ones:
steam-power and electricity
I'm merging these with a modpack but with the name conflicts it's not something I can easily address.
- Sat Jun 29, 2019 7:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1687728
Re: Development and Discussion
+1 Congratulations!
- Tue Jun 18, 2019 4:36 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122993
Re: [MOD 0.15] AAI Industry
I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground.
After updating to .19, I lost both iron pipe recipes.
After reverting to .17, both came back.
Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI ...
- Mon Jun 17, 2019 6:32 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 61301
Re: [MOD 0.16.x, 0.17.x] SCTM
Thanks, i will look at it, when i have time.
As for tech cost multipliers, iβve never used anything except normal, so it might be like that since i took over mod, so only original author knows, and he is not playing factorio for years
Thanks and no worries at all. I figured it best to add ...
- Sun Jun 16, 2019 6:07 am
- Forum: Mods
- Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
- Replies: 150
- Views: 61301
Re: [MOD 0.16.x, 0.17.x] SCTM
I create a PR (https://github.com/mexmer/ScienceCostTweakerM/pull/32) that does the following:
- Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost
- Adds an API so that other mods can register technologies for SCT to ignore. I ...
- Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost
- Adds an API so that other mods can register technologies for SCT to ignore. I ...
- Wed Jun 12, 2019 2:56 am
- Forum: Modding interface requests
- Topic: Enable scenarios to define mod-specific map settings and still use worldgen
- Replies: 0
- Views: 702
Enable scenarios to define mod-specific map settings and still use worldgen
Following up on this thread: https://forums.factorio.com/viewtopic.php?f=25&t=71890
I'm building a Scenario and modpack and as part of that I find to balance things as I want them I need folks to configure a number of mod-specific map settings. Currently, the only way I see to do this is by either ...
I'm building a Scenario and modpack and as part of that I find to balance things as I want them I need folks to configure a number of mod-specific map settings. Currently, the only way I see to do this is by either ...
- Tue Jun 11, 2019 4:21 am
- Forum: Modding help
- Topic: Way to configure mod map settings in a scenario?
- Replies: 0
- Views: 764
Way to configure mod map settings in a scenario?
I'm trying to encode some mod settings in a scenario (for example, RSO map generation settings), but found I can't change them via control.lua. Only settings from my own mod.
Is there any other way to preconfigure map settings? The goal is to not require folks to input values to get a balanced ...
Is there any other way to preconfigure map settings? The goal is to not require folks to input values to get a balanced ...
- Sun Jun 09, 2019 12:38 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 122993
Re: [MOD 0.15] AAI Industry
I believe AAI Industry 0.3.19 broke pipe and pipe-to-ground.
After updating to .19, I lost both iron pipe recipes.
After reverting to .17, both came back.
Same behavior with .20. Though looking through diffs, I cannot see what would cause this. It happens if both APM Coal & Steam and AAI ...
- Fri Jun 07, 2019 3:56 pm
- Forum: Duplicates
- Topic: will not load after 29%
- Replies: 2
- Views: 1354
Re: will not load after 29%
+1, came here to report this. From logs:
110.818 Loading sounds...
110.934 Info PlayerData.cpp:69: Local player-data.json unavailable
110.934 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559883948
111.308 Error Util.cpp:83: Specifying multiple group flags is invalid ...
110.818 Loading sounds...
110.934 Info PlayerData.cpp:69: Local player-data.json unavailable
110.934 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559883948
111.308 Error Util.cpp:83: Specifying multiple group flags is invalid ...