Search found 46 matches

by theit8514
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: 1184

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,...
by theit8514
Sat Jul 13, 2019 10:16 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 135114

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...
by theit8514
Mon Dec 26, 2016 6:44 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122604

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...
by theit8514
Sun Dec 18, 2016 2:23 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 10456

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...
by theit8514
Sat Sep 26, 2015 5:28 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202912

Re: [MOD 0.12.5+] Advanced Logistics System

Yep, looks like the new version is idle without the tech researched.
by theit8514
Sat Sep 26, 2015 12:27 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202912

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...
by theit8514
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: 1716

[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 ...
by theit8514
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: 54621

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...
by theit8514
Fri Aug 21, 2015 12:23 am
Forum: Duplicates
Topic: [0.12.4] God controller results in crash in inventory
Replies: 2
Views: 4827

[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...
by theit8514
Tue Aug 18, 2015 8:51 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 380408

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...
by theit8514
Mon Aug 17, 2015 9:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97332

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...
by theit8514
Sat Aug 08, 2015 1:09 am
Forum: Mods
Topic: Eyedropper - An easier way to pick items from your inventory
Replies: 13
Views: 22642

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...
by theit8514
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: 371401

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.
by theit8514
Mon Jul 07, 2014 7:23 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92903

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 ...
by theit8514
Wed Jul 02, 2014 6:16 pm
Forum: Implemented Suggestions
Topic: Decrease size of substation collision box
Replies: 8
Views: 3248

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 :lol:

I agree though, the substation's collision mask should allow space for a player.
by theit8514
Wed Jul 02, 2014 3:16 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 92903

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...
by theit8514
Wed Jul 02, 2014 1:55 am
Forum: Show your Creations
Topic: A Basic and easy layout
Replies: 6
Views: 9633

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.
by theit8514
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: 3521

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.
by theit8514
Mon Jun 30, 2014 3:09 am
Forum: Pending
Topic: Game crash when downloading experimental update
Replies: 2
Views: 3199

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.
by theit8514
Wed Jun 18, 2014 8:33 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 130681

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...

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