Search found 15 matches
- Tue Apr 05, 2016 4:28 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129812
Re: [0.12] Bugs, crashes & other issues
Looks like this is no longer an issue in this mod.
- Mon Apr 04, 2016 5:43 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129812
Re: [0.12] Bugs, crashes & other issues
I'm getting an error each time FARL tries to bulldoze stone tiles. Here's a screenshot of the error: https://i.gyazo.com/97c57ff0dd3314cfec05b97c2d2eed12.png It does actually take a column of the tiles out but then throws this error. The tiles were placed by hand after the rails went in place. Edit:...
- Sun Mar 27, 2016 6:45 am
- Forum: Mods
- Topic: [MOD 0.12.29] BurnTheWood - Turn wood into coal
- Replies: 14
- Views: 12394
Re: [MOD 0.12.29] BurnTheWood - Turn wood into coal
True, but I really doubt enough people will actually use this to make it matter.
- Sat Mar 26, 2016 6:08 pm
- Forum: Mods
- Topic: [MOD 0.12.29] BurnTheWood - Turn wood into coal
- Replies: 14
- Views: 12394
Re: [MOD 0.12.29] BurnTheWood - Turn wood into coal
Ah, because raw wood is fuel, it can only be inserted AS fuel, not as an item to "smelt". I've made this into a non-smelting recipe. You can now do it by hand or with an assembler. It makes less sense, but it actually works.
- Fri Mar 25, 2016 10:22 pm
- Forum: Mods
- Topic: [MOD 0.12.29] BurnTheWood - Turn wood into coal
- Replies: 14
- Views: 12394
Re: [MOD 0.12.29] BurnTheWood - Turn wood into coal
I really made this mod because someone on IRC was had made a dense forest map and I realized how much useless wood he would have. I doubt I'll even use the mod myself, unless I start a forest map. The ratio is 2 raw wood = 1 coal. Thats 1:1 fuel value, but it does cost a small amount of fuel in orde...
- Fri Mar 25, 2016 6:56 pm
- Forum: Mods
- Topic: [MOD 0.12.29] BurnTheWood - Turn wood into coal
- Replies: 14
- Views: 12394
[MOD 0.12.29] BurnTheWood - Turn wood into coal
Type: Mod Name: BurnTheWood Version: v1.0.1, (Factorio 0.12.29) Release: 2016-03-25 Download: Post attachment below License: The Unlicense (Public domain http://unlicense.org) Author: enkindle Description Turn wood into coal. I know this would really be charcoal, but why complicate things? New versi...
- Fri Mar 25, 2016 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29][Twinsen] Game crashed due to calling set_tiles
- Replies: 3
- Views: 2775
Re: [0.12.29][Twinsen] Game crashed due to calling set_tiles
Yeah, eventually figured* that out, made me feel a bit silly.
- Fri Mar 25, 2016 7:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29][Twinsen] Game crashed due to calling set_tiles
- Replies: 3
- Views: 2775
Re: [0.12.29] Game crashed due to calling set_tiles
Ah, additional note: This only happens when you try to set_tiles where the player is, so place the chest below the player.
- Fri Mar 25, 2016 7:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.29][Twinsen] Game crashed due to calling set_tiles
- Replies: 3
- Views: 2775
[0.12.29][Twinsen] Game crashed due to calling set_tiles
I managed to crash the game working on a mod. Here is the relevant code: local pos = position -- this is just the player position local full_size = {width=10, height=10} local full_area = {left_top = {x = pos.x - full_size.width / 2, y = pos.y - full_size.height}, right_bottom = {x = pos.x + full_si...
- Thu Mar 24, 2016 5:00 am
- Forum: Mods
- Topic: [MOD 0.12.29] RoboportLogistics 0.1.0
- Replies: 5
- Views: 8593
Re: [MOD 0.12.29] RoboportLogistics
Updated to 0.1.0, now outputs robot counts. Also improved performance a large amount.
- Wed Mar 23, 2016 11:30 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 271118
Re: [MOD 0.12.x] The Fat Controller. Remote train management
This mod is causing MP desync, it appears to be related to the refreshTrainInfoGui function.
- Wed Mar 23, 2016 11:10 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124981
Re: [WIP][0.12.22+] Subsurfaces 0.0.3 : build beneath your base
This is pretty cool, I had a thought when reading the description about not being able to do trains, you could do a custom chest, that when placed, actually creates a chest above and below in the same coords and when items are placed in one it ports them to the corresponding chest. ...Eh, two chests...
- Wed Mar 23, 2016 10:47 am
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51237
Re: Bug reports
I was using that after I cleared what was there, I realized it WAS generating the resources, the map just doesn't show them if you are zoomed out too far. Wasted a good half hour on that.
- Wed Mar 23, 2016 10:39 am
- Forum: Mods
- Topic: [MOD 0.12.29] RoboportLogistics 0.1.0
- Replies: 5
- Views: 8593
[MOD 0.12.29] RoboportLogistics 0.1.0
Type: Mod Name: RoboportLogistics Version: v0.1.0, (Factorio 0.12.29) Release: 2016-03-23 Download: Download 0.1.1 for Factorio 0.12.29 License: The Unlicense (Public domain http://unlicense.org) Tags: Circuit network, Logistics network Author: enkindle Website: https://forums.factorio.com/viewtopic...
- Fri Mar 18, 2016 6:48 am
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 51237
Problems with regenerate
I am having problems with the regenerate function. I have removed all resources (and enemies), regenerated and recharted and only enemies and crude oil are spawning. I used this to remove all resources: /c for _,entity in pairs(game.local_player.surface.find_entities_filtered{ area={{game.local_play...