Search found 187 matches

by slay_mithos
Sun Jul 21, 2019 3:04 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 40971

Re: Friday Facts #304 - Small bugs; Big changes

Funny enough, the ones that will suffer the most from these changes are new players and those slightly less new, all of the people that already struggle in learning how to defend against bitter attacks. Until now the tips we could give them were along the lines of "use piercing rounds in turrets and...
by slay_mithos
Tue Jul 16, 2019 2:40 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.58] Language drop down resetting on confirmation (and no forced restart)
Replies: 2
Views: 329

[kovarex] [0.17.58] Language drop down resetting on confirmation (and no forced restart)

I just saw someone posting this on the steam forums, so I went ahead and tried a few things and I could not get the value to stay after confirmation. When I try to cancel it does warn me about 1 unconfirmed change but when I confirm not only does it not restart despite the "requires a restart" flag,...
by slay_mithos
Tue May 14, 2019 5:22 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
Replies: 26
Views: 9630

Re: Masotorio. [0.17.15+]

HI 0.17.22 is not available on Steam we need a new Version PLS MFG I don't know if it's very helpful but I did manage to load it with "0.17.x" as the version by first disabling all mods on the first load, then going in the mods menu and updating everything to the latest version (the ingame installe...
by slay_mithos
Mon May 13, 2019 8:57 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 210
Views: 41542

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

I found a bug in version 0.8.11 (factorio 0.17.38 but it shouldn't matter in this case because it's purely a copy/paste mistake in the code). When pinning a production block, it would only show the first line up to ingredients and show an error message about a "factory" being nill in "dialog/PinPann...
by slay_mithos
Sat May 11, 2019 8:04 pm
Forum: Mods
Topic: [MOD 0.17.x] Atti's Bonus Tech
Replies: 3
Views: 269

Re: [MOD 0.17.x] Atti's Bonus Tech

I discovered a pretty important problem, the "overwriteContent" function is only defined in "prototype/crafting-speed.lua", so if we disable crafting speed in the mod options it doesn't do the "require" on that file and the game throws an error because other files try to use the function that is not...
by slay_mithos
Sat May 11, 2019 3:32 pm
Forum: Technical Help
Topic: [0.17.37] Util.cpp:83: Value must be a list or dictionary in property tree at ROOT.controls
Replies: 1
Views: 125

Re: [0.17.37] Util.cpp:83: Value must be a list or dictionary in property tree at ROOT.controls

I was also hit by this, I fixed it by deleting all of the files in "%appdata%/Factorio" (you can most likely leave saves and mods folders alone, I just happened to have nothing worth keeping in there). You will need to do the settings all over again, so maybe someone else will provide you with an an...
by slay_mithos
Sun May 05, 2019 9:52 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
Replies: 26
Views: 9630

Re: Masotorio. [0.17.15+]

I picked probably the worst da to want to play Factorio again with the update that broke so many mods (fixing it manually is feasible but it takes a while since the game only tells you about a single error at a time, and many mods don't allow distributing the modified versions). Should I wait a few ...
by slay_mithos
Tue Mar 27, 2018 4:35 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 148
Views: 29735

Re: [MOD 0.15] AAI Industry

I'm having a hard time determining if it's intended or not, but a lot of the early tech have a fairly insane cost compared to what is available at that point normally (100 red, 150 red and such). At the same time, others have more normal costs like fuel processing or basic automation. I am guessing ...
by slay_mithos
Mon Mar 19, 2018 6:08 pm
Forum: Modding discussion
Topic: gigantic "script.dat" on save
Replies: 3
Views: 373

Re: gigantic "script.dat" on save

After investigating it, it turns out that it is a mod called "production chain" (no space on the mod portal) that was the sole responsible for it. I didn't dig into the mod itself, but I observed how it made the file larger and larger with more mods added, so I would guess that it is doing its recip...
by slay_mithos
Mon Mar 19, 2018 5:21 pm
Forum: Modding discussion
Topic: gigantic "script.dat" on save
Replies: 3
Views: 373

Re: gigantic "script.dat" on save

I would love to, but notepad and scite just close complaining that the file is too big, and notepad++ has frozen (but still doing work and eating 10GB of ram as well as 10% CPU) for a few minutes now so I don't think I will be able to open it. I'll go the good old brute force way of removing/adding ...
by slay_mithos
Mon Mar 19, 2018 5:03 pm
Forum: Modding discussion
Topic: gigantic "script.dat" on save
Replies: 3
Views: 373

gigantic "script.dat" on save

Hello, With mod packs not being updated to newer versions and wanting to play a bit, I went through 50 pages of the mod portal and got 58 mods out of it. The games starts way faster than what I was used to (quite a while ago, so it might be the version 0.15 or 0.16 that did this), the map preview is...
by slay_mithos
Wed Apr 08, 2015 12:46 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 343
Views: 188851

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

I really like the idea behind Foreman, but it's a shame that it's not quite working when trying to make it load a lot of mods. I wanted to try using it with darkshadow's pack, to generate clean graphs to help me setup my various production lines, as well as the numbers, but it didn't seem to load an...
by slay_mithos
Mon Mar 30, 2015 1:54 am
Forum: Mods
Topic: [MOD 11.18] Agricultural Mod
Replies: 8
Views: 14118

Re: [MOD 11.18] Agricultural Mod

Hello, I just tried this mod, in a pack including a lot of others, and I have to say that in the current state, the only interesting things is the healing on the trees. For the wood growing, not only does it require tier 2 science, but it also doesn't provide any way to properly automate it, unless ...
by slay_mithos
Sun Mar 29, 2015 1:48 am
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 21771

Re: [MOD 0.11.x] Ore processing

This mod conflicts with Dytech on its researches, and dytech seems to load aftr it, locking away all the unlocks of the first two researches (advanced material processing 3 and 4). With darkshadow, while testing for his pack, we decided to rename the two conflicting researches to advanced ore proces...
by slay_mithos
Sat Mar 28, 2015 2:29 am
Forum: Already exists
Topic: New to Factorio Modding
Replies: 2
Views: 3299

Re: New to Factorio Modding

Your best basis is the wiki, in particular from this page: https://forums.factorio.com/wiki/index.php?title=Lua/Game Other than that, every mods are basicaly text files (because lua is not a compiled language), so you can learn a lot from reading various existing mods. All in all, lua is pretty stra...
by slay_mithos
Thu Feb 19, 2015 5:41 pm
Forum: Implemented mod requests
Topic: [Request] Unique ID field for the player object
Replies: 4
Views: 4854

Re: [Request] Unique ID field for the player object

Well, from what I have seen, mods that store additional informations per player in the globals could use it. The problem rose from CurseEXP, that adds various skills, levels and exp, and is currently using the nickname. But changing the nickname in turn causes problems when trying to load a game (an...
by slay_mithos
Thu Feb 19, 2015 4:22 pm
Forum: Implemented mod requests
Topic: [Request] Unique ID field for the player object
Replies: 4
Views: 4854

[Request] Unique ID field for the player object

Hello, While not personally a modder, it came to my attention that there is no reliable way to identify a player. The most reliable way I can dig up seems to be the "name" property, but because it can be changed at any time in the option menu, it sounds like a very unreliable way to identify a playe...
by slay_mithos
Thu Feb 12, 2015 5:55 pm
Forum: Mods
Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
Replies: 170
Views: 72099

Re: [0.11.x] Hardcorio:SC v.1.0.2 now unlocked!

Just dropping in to say that, while this mod adds nice things, crippling the vanilla bullet turrets until the military 2 is researched is painful, when you find it out while already threatened, and nowhere near the technology.
by slay_mithos
Mon Dec 22, 2014 4:35 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 121076

Re: [0.11.x] Uranium Power

I have a hard time imagining how to use up that water with just the vanilla power generation. I mean, I am currently using 10 tier 3 steam generators from Dytech, with a single 1.9 upgrade, and it doesn't consume all of the water. With all slots full of the top tier pellets, I can't even see how I w...
by slay_mithos
Thu May 01, 2014 7:39 pm
Forum: Minor issues
Topic: [0.9.8]Maverick os graphic ploblem
Replies: 3
Views: 4953

Re: [0.9.8]Maverick os graphic ploblem

It sounds like every other case of this, and it means you don't have enough Video RAM (with an integrated card, it's quite normal).

Try witching the game to use fast graphics, it might fix your problem.

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