Thanks for replies :)
Let me clarify a few more things:
The game was stared with custom settings a long while ago, it's not a rail world and I left the expansion setting active on purpose.
I went "VERY FAR" away mainly because I wanted to, not for the sake of efficency. I wanted to have a mega ...
Search found 24 matches
- Wed Oct 18, 2023 12:41 pm
- Forum: Gameplay Help
- Topic: help & advice wanted: my late game pain points
- Replies: 7
- Views: 2141
- Tue Oct 17, 2023 2:29 pm
- Forum: Gameplay Help
- Topic: help & advice wanted: my late game pain points
- Replies: 7
- Views: 2141
help & advice wanted: my late game pain points
So I have a long game going now with a heavy focus on trains and separated bases that do mainly one job or role. I have a couple of issues with the biters that are maintance chores at this point and before digging into scripting or mods to specifically adress them, I thought I'll drop them here ...
- Wed Dec 13, 2017 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.0][win] Crash on start at "30% Building Prototypes"
- Replies: 13
- Views: 10919
Re: [16.0][win] Crash on start at "30% Building Prototypes"
deleting the file solved the issue on my end as well. Thanks a lot! 

- Wed Dec 13, 2017 1:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.0][win] Crash on start at "30% Building Prototypes"
- Replies: 13
- Views: 10919
[16.0][win] Crash on start at "30% Building Prototypes"
Running on Win7, I get to around 30% Building Prototypes and then it dies. Log file can be found below.
0.002 2017-12-13 14:32:20; Factorio 0.16.0 (build 34159, win64, steam)
0.002 Operating system: Windows 7 Service Pack 1
0.004 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64 ...
0.002 2017-12-13 14:32:20; Factorio 0.16.0 (build 34159, win64, steam)
0.002 Operating system: Windows 7 Service Pack 1
0.004 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64 ...
- Fri Sep 09, 2016 9:43 pm
- Forum: Multiplayer
- Topic: Anyone want to play w/ me? (info in here)
- Replies: 4
- Views: 2580
Re: Anyone want to play w/ me? (info in here)
I have sent you an friend request on Steam.
- Wed Aug 17, 2016 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [13.16] Crash when saving: "Error Chunk.cpp:257: Saving entity [...] Exit to prevent corruption"
- Replies: 16
- Views: 9612
Re: [0.13.16] Crash when saving
Same here, crashes each time I try to save or the game tries to auto save.
- Fri Jul 08, 2016 2:19 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 6125
Re: [0.13.x] Need help to understand the new biter expansion
You'll need to use a command so as mentioned above achievements will be disabled.
Command is:
/c game.player.surface.peaceful_mode = true
It will turn off attack behavior for new biters so you might get some attacks after it.
You can set it to false later so newly spawned biters will be aggresive ...
Command is:
/c game.player.surface.peaceful_mode = true
It will turn off attack behavior for new biters so you might get some attacks after it.
You can set it to false later so newly spawned biters will be aggresive ...
- Thu Jul 07, 2016 9:13 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 6125
Re: [0.13.x] Need help to understand the new biter expansion
How exactly can I do that?orzelek wrote: You can turn off the expansion only...
- Thu Jul 07, 2016 8:40 pm
- Forum: Gameplay Help
- Topic: [0.13.x] Need help to understand the new biter expansion
- Replies: 14
- Views: 6125
Re: [0.13.x] Need help to understand the new biter expansion
This is a MAJOR problem for me as well, as I have a large number of bases and a huge area that's clear of nests. It's going to be a huge timesink to clear all that land again. Gaaah, I really wish they would not change this. Anyone knows any mods that help? Or do I really have to turn on peaceful ...
- Wed Jul 06, 2016 8:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] [Twinsen] Removing power pole crashes the game
- Replies: 7
- Views: 4769
Re: [0.13.1] [Twinsen] Removing power pole crashes the game
Fix confirmed. Now... need to redesign a bunch of stuff.
Keep up the awesome work guys! Thanks!
Keep up the awesome work guys! Thanks!
- Mon Jul 04, 2016 4:29 pm
- Forum: Modding help
- Topic: adding new resources, need help
- Replies: 5
- Views: 2465
Re: adding new resources, need help
ah, yeah.. LUA 101 that I'm missing. Anyway, I'm so glad that they've coded it this way, much more understandable and one knows what to change instead of looking at it and going "jeez what do all dem numbarz do?"
Thank you so much!
Thank you so much!
- Mon Jul 04, 2016 3:58 pm
- Forum: Modding help
- Topic: adding new resources, need help
- Replies: 5
- Views: 2465
Re: adding new resources, need help
I thought it's going to be some BS like that
Thanks. But why? xD I want to understand.

Thanks. But why? xD I want to understand.
- Mon Jul 04, 2016 1:58 pm
- Forum: Modding help
- Topic: adding new resources, need help
- Replies: 5
- Views: 2465
Re: adding new resources, need help
small spelling mistake on line 98 corrected, still no dice.
- Mon Jul 04, 2016 1:46 pm
- Forum: Modding help
- Topic: adding new resources, need help
- Replies: 5
- Views: 2465
adding new resources, need help
Heyho, I'm trying to add a new resource using the functions that were added in 0.13, getting this problem:
http://puu.sh/pPTmH/3b53804def.png
aaand this the code:
http://pastebin.com/601UESa4
I'm not on advanced level in LUA, so might be a silly syntax error somewhere, but from what I've ...
http://puu.sh/pPTmH/3b53804def.png
aaand this the code:
http://pastebin.com/601UESa4
I'm not on advanced level in LUA, so might be a silly syntax error somewhere, but from what I've ...
- Sat Jul 02, 2016 11:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 28626
Re: [0.13.1] Map generation process is very strange
I can confirm this as well, I started a new game and the map is really weird. Segmentation is really thick and there are lakes and resource fields with completely straight borders.
Something is off :V
Something is off :V
- Wed Jun 29, 2016 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] [Twinsen] Removing power pole crashes the game
- Replies: 7
- Views: 4769
Re: [13.1] Removing power pole crashes the game
Yes, please upload the save-file and the mod-folder, the not migrated .12 save would be helpful too. Are you sure the mods are compatible with .13?
The 0.12 is lost in the void now, I might be able to ask one of my friends who played the game but that was a while ago so the setup might not even ...
The 0.12 is lost in the void now, I might be able to ask one of my friends who played the game but that was a while ago so the setup might not even ...
- Wed Jun 29, 2016 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] [Twinsen] Removing power pole crashes the game
- Replies: 7
- Views: 4769
[0.13.1] [Twinsen] Removing power pole crashes the game
Happened when I wanted to redesign this setup:
http://puu.sh/pK9sE/b3ae0f01d9.jpg
I have a smart warehouse (deprecated) that can be removed just fine, the poles connecting only to powerlines can be removed fine, however trying to remove poles connecting to circuit network cables or poles that ...
http://puu.sh/pK9sE/b3ae0f01d9.jpg
I have a smart warehouse (deprecated) that can be removed just fine, the poles connecting only to powerlines can be removed fine, however trying to remove poles connecting to circuit network cables or poles that ...
- Sun May 08, 2016 12:03 pm
- Forum: General discussion
- Topic: Clean or Dirty?
- Replies: 30
- Views: 18908
Re: Clean or Dirty?
Pollution? what is that? 
I get rid of all the bug bases that could be in range so I can build and pollute as much as I want. Until then I use defense lines where it's necessary.

I get rid of all the bug bases that could be in range so I can build and pollute as much as I want. Until then I use defense lines where it's necessary.
- Mon May 02, 2016 6:24 pm
- Forum: Modding help
- Topic: trying to modify unit-spawner type
- Replies: 6
- Views: 2628
Re: trying to modify unit-spawner type
^^
That did it. Thanks a lot!
That did it. Thanks a lot!

- Mon May 02, 2016 12:45 pm
- Forum: Modding help
- Topic: trying to modify unit-spawner type
- Replies: 6
- Views: 2628
Re: trying to modify unit-spawner type
Tried it before, but to make sure I gave it a go just now...
"name expected near ["
Code: Select all
data.raw.["unit-spawner"]["biter-spawner"].resistances =
{
{
type = "physical",
decrease = 2,
percent = 0
}
}