Search found 46 matches
- Fri Jul 03, 2020 4:45 am
- Forum: Gameplay Help
- Topic: Biters expand but don't attack when fired on by artillery
- Replies: 2
- Views: 1343
Biters expand but don't attack when fired on by artillery
Not sure if this is a bug/feature or just how biters work. I've seen quite a bit of artillery ammo wasted on firing on new biter expansions going up. Example: This biter expansion is outside my turret range, but inside my artillery range. The biters slowly convert to biter bases/worms. When they do,...
- Sat Jul 13, 2019 10:16 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 152685
Re: [0.17] Please post bugs and balance issues here.
I'm having an issue trying to blueprint and paste a vanilla blueprint with all the bob's mods installed. When the blueprint is pasted with the mods enabled, it is not connected to the circuit network. I think the issue is the difference between Fast Inserter and Express Inserter. If I paste the blue...
- Mon Dec 26, 2016 6:44 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 135986
Re: Mylon's Multiple Mods
Hello, Concreep has a bug when processing a roboport with no construction_radius (used by some mods to drain power). I added this to the check in the checkRoboports function which allows it to be removed from the creepers table: and roboport.logistic_cell and roboport.logistic_cell.construction_radi...
- Sun Dec 18, 2016 2:23 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 11091
Re: [MOD 0.14+] OverMods - Useful Utilities
I am encountering this crash in 0.14.21: 63.488 Error MainLoop.cpp:788: Exception at tick 0: Error while running event on_tick (ID 0) LuaItemStack doesn't contain key has_grid. stack traceback: __OverMods__/control.lua:64: in function <__OverMods__/control.lua:49> Per https://forums.factorio.com/vie...
- Sat Sep 26, 2015 5:28 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 212967
Re: [MOD 0.12.5+] Advanced Logistics System
Yep, looks like the new version is idle without the tech researched.
- Sat Sep 26, 2015 12:27 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 212967
Re: [MOD 0.12.x] Advanced Logistics System
I was doing some testing when I noticed that this mod was using quite a bit of resources, especially considering that I hadn't even gotten to logistics chests yet. Prior to researching the tech: PreTechResearch.png After researching the tech: PostTechResearch.png In your on_tick event, the unlock co...
- Sun Aug 23, 2015 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4][hanziq] Chain signal's signal_state inconsistent
- Replies: 2
- Views: 1873
[0.12.4][hanziq] Chain signal's signal_state inconsistent
A mod I use uses the signal_state to output a logistics state. I noticed that there are some inconsistencies with the signal_state of the chain signal. When the block that a chain signal points towards is blocked, the signal shows red, and the output is 1. 2015-08-23 01_41_01-Factorio 0.12.4.png If ...
- Fri Aug 21, 2015 1:30 am
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 56966
Re: [0.12.X][0.0.6] Rail logic system
Thanks for the great mod. I wanted to use the rail switch with the concreted rail tracks mod for my stations, but the rail switch lamp would not detect those as proper rails. I updated your code to detect any type of rail (including curved rail). If no rail is found, it defaults to a regular straigh...
- Fri Aug 21, 2015 12:23 am
- Forum: Duplicates
- Topic: [0.12.4] God controller results in crash in inventory
- Replies: 2
- Views: 4987
[0.12.4] God controller results in crash in inventory
I've been testing some changes to a mod, and I've been getting a crash in God mode that I don't get in regular mode. I can replicate this crash by: Start sandbox mode, place chest and put item in. Open chest, close chest, open chest, attempt to shift click item out. Several repetitions may be needed...
- Tue Aug 18, 2015 8:51 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 398292
Re: Combinators 101
Thanks for this post. I was finally able to get my terminus station logic worked out. Fun, but exhausting. This logic accounts for: Multiple stations with the same name (trains go to other stations when another is deactivated). Stations should be deactivated when full. Trains should not be trapped i...
- Mon Aug 17, 2015 9:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 103537
Re: [MOD 0.12.x] Smarter Circuitry
Encountered an error with the Sensor and the Rail Tanker mod. When the tanker wagon emptys out completely, the sensor crashes with: control.lua:252: Item stack count has to be a positive number. After attempting to fix it, I also encountered a separate error in which the fluidbox existed in the arra...
- Sat Aug 08, 2015 1:09 am
- Forum: Mods
- Topic: Eyedropper - An easier way to pick items from your inventory
- Replies: 13
- Views: 23401
Re: Eyedropper - An easier way to pick items from your inventory
For some reason, on_tick is getting called before on_load has a chance to create the eyedrop variable. Maybe an on_init would be better for setting up the object. Creating a new game results in: __Eyedropper__/control.lua:50: attempt to index global 'g' (a nil value) In addition, this if statement c...
- Mon Jul 14, 2014 12:29 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 393959
Re: [0.10.0] Bob's Ore Mod.
I had to update your info file to check for DyTech-Metallurgy instead of DyTech. The ores were not getting replaced.
- Mon Jul 07, 2014 7:23 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 99635
Re: Bug Reports
Thx for the report. I fixed all 3 bugs, but before I am going to upload the new version what do you mean with: I've noticed a few more bugs in additions to the ones I've had previously. I can't find any old posts that report bugs which aren't fixed... They were the ones listed above. Sorry for the ...
- Wed Jul 02, 2014 6:16 pm
- Forum: Implemented Suggestions
- Topic: Decrease size of substation collision box
- Replies: 8
- Views: 3588
Re: Decrease size of Substation
Haha I thought this was going to be "reduce the size of the area powered by substation" and was worried
I agree though, the substation's collision mask should allow space for a player.
I agree though, the substation's collision mask should allow space for a player.
- Wed Jul 02, 2014 3:16 am
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 99635
Re: Bug Reports
So I recently updated from an ancient version to the 1.1.5 version and I've noticed a few more bugs in additions to the ones I've had previously. 1. Cokery has 2 module slots and has allowed_modules "speed" but speed modules do not work. Adding "consumption" to allowed_modules al...
- Wed Jul 02, 2014 1:55 am
- Forum: Show your Creations
- Topic: A Basic and easy layout
- Replies: 6
- Views: 10794
Re: A Basic and easy layout
Doing it this way, you shouldn't need to use fast transport belts to make way for the lower furnaces to outsert because the higher furnaces are going to the inner track. I typically do the same thing (or alternate near/far) using half inserters from DyTech. It makes it a bit more efficient.
- Mon Jun 30, 2014 3:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][slpwnd] FPS drop when trains launched 30 -> 19
- Replies: 3
- Views: 3845
Re: [0.10.2] FPS drop when trains launched 30 -> 19
Probably the best idea to include the numbers on the left hand side in debug. It shows what the ticks are being spent on and can be used for diagnostics.
- Mon Jun 30, 2014 3:09 am
- Forum: Pending
- Topic: Game crash when downloading experimental update
- Replies: 2
- Views: 3362
Re: Game crash when downloading experimental update
I believe this was mentioned in the new version thread, but the updater has not been working since 0.10. You'll have to download from the website.
- Wed Jun 18, 2014 8:33 pm
- Forum: Mods
- Topic: [0.11.13] RoadWorks 2.0.0
- Replies: 126
- Views: 136215
Re: [0.10.0] RoadWorks
It'd be interesting if you could force the cars to stay on the pavement, so we never hit any buildings. Similar to how the train moves except you could freely move. I looked into this and it does not appear to be possible in the current modding API. The Orientation and Direction variables of entiti...