Search found 191 matches

by dgw
Mon Feb 03, 2020 3:07 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 683
Views: 169969

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

FallenPaladin wrote:
Mon Feb 03, 2020 3:00 am
The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.
What Factorio version? What Creative Mod version?
by dgw
Sat Jan 11, 2020 12:15 am
Forum: Mod portal Discussion
Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
Replies: 9
Views: 559

Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)

I hate to say, 2020 hasn't fixed this. It must be some weird kind of thing, or a lot more people would be reporting it. 🤔
by dgw
Thu Oct 03, 2019 4:47 am
Forum: Ideas and Suggestions
Topic: Adding redprints and greenprints prints to blueprint library
Replies: 12
Views: 636

Re: Adding redprints and greenprints prints to blueprint library

Seconding (or whatever +1 count we're up to) this. In particular, I think it would be useful for the blueprint library to support saving custom selection-tools as well. I'm not quite sure I understand why we can save and share blueprints, but not deconstruction planners, upgrade planners, or mod-add...
by dgw
Wed Aug 07, 2019 9:29 pm
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 556

Re: Prevent restarting the game on updated disabled mod

I won't make a new thread because I suspect the answer will be a similar "it's complicated", but why does the game also force a restart on deleting a disabled mod?
by dgw
Mon Aug 05, 2019 8:50 am
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 556

Re: Prevent restarting the game on updated disabled mod

Yep, restarting after updates of only disabled mods makes no sense.

The game should restart if the set of active mods changes, or if an active mod is updated.
by dgw
Sun Aug 04, 2019 1:58 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.59] insane large save file (>500MB) part 2
Replies: 7
Views: 1361

Re: [0.17.59] insane large save file (>500MB) part 2

I saw this issue in a modded multiplayer game today. We have a water-fill mod, so through the collection of autosave files I've preserved, Oxyd could see the issue progress from before the island existed, as the save file size continued to increase, through to when we resolved the save size problem ...
by dgw
Sun Jul 14, 2019 3:47 am
Forum: Mods
Topic: [MOD 0.17] Warehousing v0.2.0
Replies: 247
Views: 145496

Re: [MOD 0.17] Warehousing v0.2.0

What's halfway? If you don't know what the old/new sizes are, I can only assume that you mean the building fills 50% of the slots available and stops, leaving the other 50% empty. I've never seen that happen, and it sounds like some kind of conflict with another mod. Warehousing is very simple—its b...
by dgw
Wed Jun 05, 2019 6:17 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 683
Views: 169969

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

" Creative Mode " only has downloads available for 0.17. In 0.16, you can use " Creative Mode (Fix for 0.16) ", an unofficial tweak of the mod to work in 0.16. Just be aware that you'll need to migrate back to the official release if you want to play your save in 0.17 later. (There's also an older "...
by dgw
Thu May 02, 2019 8:36 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 345
Views: 177998

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

The "player" entity type was renamed to "character" in 0.17.35, so it's probably an easy fix.
by dgw
Wed Apr 24, 2019 8:08 pm
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 150
Views: 21402

Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Searching public code on GitHub, the only repo with mentions of the name "nuclear-assembling-machine" is https://github.com/JohnTheCoolingFan/Ra ... orioThings (published on the mod portal here)

No results on GitLab.
by dgw
Tue Apr 16, 2019 4:06 am
Forum: Mods
Topic: [MOD 0.17] Warehousing v0.2.0
Replies: 247
Views: 145496

Re: [MOD 0.17] Warehousing v0.2.0

Just started playing again since 0.17 dropped. I see that the recipe has been updated to steel, but 100 steel seams a little steep imo. Will you be re-balancing it? If so, I'd recommend lowering the amount a little. Each warehouse costs 200 steel, actually, not 100. It's reasonable when you realize...
by dgw
Tue Apr 09, 2019 5:55 am
Forum: Mods
Topic: [MOD 0.15.X] Item Collector
Replies: 5
Views: 1302

Re: [MOD 0.15.X] Item Collector

Definitely just skimmed right past that because my brain thought it was a copy-paste of text I'd already seen… Not sure if related to tiredness or just mental shortcutting…
by dgw
Tue Apr 09, 2019 5:08 am
Forum: Mods
Topic: [MOD 0.15.X] Item Collector
Replies: 5
Views: 1302

Re: [MOD 0.15.X] Item Collector

What is an item collector? Is it some sort of mysterious golem that blunders about the map, knocking down factories and destroying belts in it's quest to collect random bits of ore and iron plate? Is it an undead revenant who, as soon as you manufacture something that revenant doesn't have any of, ...
by dgw
Sun Apr 07, 2019 4:25 pm
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 150
Views: 21402

Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Found a bug. It is related to the Power Armor mod. Hope that you will be able to fix it. https://i.ibb.co/PjDKvXm/zrecykling-error.png Known issue already addressed a few posts up. As of Factorio 17.25 recycling mod will not load displaying this error: Error while running setup for recipe prototype...
by dgw
Fri Apr 05, 2019 9:15 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 17474

Re: Friday Facts #289 - Character GUI

SpwnX wrote:
Fri Apr 05, 2019 8:59 pm
Can we have one extra logistics tab that displays the whole logistics network inventory (and maybe some statistics) that you are in range of?
Press L in the current version of the game and have your mind blown.
by dgw
Fri Apr 05, 2019 8:18 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 136
Views: 17474

Re: Friday Facts #289 - Character GUI

Add me to the contingent of users who noticed the unexplained (9) pointer in the Logistics tab. But I think it probably does exactly what it looks like it does (change the number of visible slots/rows). If you're giving out pins at EGX Rezzed, does that mean we can maybe get those in the merch store...
by dgw
Thu Mar 21, 2019 10:26 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.0
Replies: 493
Views: 187901

Re: [MOD 0.17] Orbital Ion Cannon 1.7.1

Hmm, Factorio 0.17.12 was supposed to add auto-install of required dependencies. (source)
by dgw
Wed Mar 20, 2019 9:59 am
Forum: Mod portal Discussion
Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
Replies: 9
Views: 559

Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)

Sanqui wrote:
Wed Mar 20, 2019 9:33 am
Well I pushed it but didn't deploy it. So let's see now :)
:lol:
by dgw
Wed Mar 20, 2019 8:24 am
Forum: Mod portal Discussion
Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
Replies: 9
Views: 559

Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)

Latest mod portal notification (received 06:05 UTC) says I posted the message, so I guess this is not fixed. :/

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