I updated factorio.
However, an error occurred when I ran it.
I erased factorio and reinstalled it.
However, the error still persists.
Attach photos and factorio-current.
Search found 123 matches
- Thu Jul 20, 2017 12:27 pm
- Forum: Technical Help
- Topic: [15.30] Crash after: "Unable to chose a temporary pixel format."
- Replies: 1
- Views: 1291
- Sun Jun 18, 2017 1:53 pm
- Forum: Modding help
- Topic: recipe.ingredients
- Replies: 2
- Views: 1851
Re: recipe.ingredients
Choumiko wrote: ...
Wow!
Now it works just as I intended!
thank you so love Choumiko
- Sun Jun 18, 2017 3:26 am
- Forum: Modding help
- Topic: recipe.ingredients
- Replies: 2
- Views: 1851
recipe.ingredients
Hi I have a some problem.
I add a new science pack recipes, and add new ingredients array with table.insert.
But this is change original science pack recipes
001.png
local item_name = "iron-plate"
local scipack_container = {"science-pack-1", "science-pack-2", "science-pack-3", "military ...
I add a new science pack recipes, and add new ingredients array with table.insert.
But this is change original science pack recipes
001.png
local item_name = "iron-plate"
local scipack_container = {"science-pack-1", "science-pack-2", "science-pack-3", "military ...
- Sat May 13, 2017 2:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [oxyd] [15.10] Map boundary
- Replies: 1
- Views: 2728
[oxyd] [15.10] Map boundary
You can see from the attached image.
Zoom in on the map and press F5.
If I move the map, the boundaries also move.
http://i.imgur.com/GImmmne.gifv
Zoom in on the map and press F5.
If I move the map, the boundaries also move.
http://i.imgur.com/GImmmne.gifv
- Sat May 06, 2017 6:51 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 70738
Re: [MOD 0.14.x] Additional-turret
timer67 wrote:...
I'm sorry I'm too late.sunfyer wrote:...
https://drive.google.com/open?id=0B2aXP ... 3lZcjhTS0k
This Google Drive link is update 0.15. But not set the balance.
I will focus on updating the balance for a quick update(maybe 1~2 week?).
Thank you
- Sat Apr 22, 2017 7:48 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 70738
Re: [MOD 0.14.x] Additional-turret
minimum 100Maja153 wrote:How far does the Experimental Heavy Howitzer fire?
maximum 300 ~ 500(full upgrade)
Range Shape: Square
- Fri Apr 21, 2017 1:14 pm
- Forum: Angels Mods
- Topic: [0.14.x][Angel's Addons - Locales]
- Replies: 25
- Views: 18723
Re: [0.14.x][Angel's Addons - Locales]
I did the translation for myself. I can send files or I can help.
Oh! Thank you for your help!
And I'm sorry I was late.
There are two ways to upload a translation.
The first is to upload a compressed file to this page,
Secondly, there is a way to upload to github.
You can do it in a convenient ...
Oh! Thank you for your help!
And I'm sorry I was late.
There are two ways to upload a translation.
The first is to upload a compressed file to this page,
Secondly, there is a way to upload to github.
You can do it in a convenient ...
- Thu Apr 06, 2017 12:56 pm
- Forum: Mods
- Topic: [MOD 0.14] Train Coupler
- Replies: 33
- Views: 19392
Re: [MOD 0.14] Train Coupler
image
so good!!I think a looks good system will come out.
- Wed Mar 08, 2017 8:11 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 70738
Re: [MOD 0.14.x] Additional-turret
I am glad your problem has been resolved.Ragoras wrote:I have reinstalled the mod with the Version 0.1.4, probably my Version was too old, it is working now.sore68 wrote:Ragoras wrote:
- Thu Mar 02, 2017 8:59 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 70738
Re: [MOD 0.14.x] Additional-turret
Well it looks like my Problem could be another one :) I have installed your mod and under dependencies there are 4 other mods(picture 1).
The Failure is seen in picture 2. I hope I didn't miss any other Comment with the same Problem.
Edit: Don't mind it, I tried it with a not compatible Version, I ...
The Failure is seen in picture 2. I hope I didn't miss any other Comment with the same Problem.
Edit: Don't mind it, I tried it with a not compatible Version, I ...
- Wed Mar 01, 2017 12:51 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 70738
Re: [MOD 0.14.x] Additional-turret
Could you please add the links to the required mods in the description? i can't find "bobplates" somehow
bobplates mod is one of bobingabout's big mod :)
https://mods.factorio.com/mods/Bobingabout
https://mods.factorio.com/mods/Bobingabout/bobplates
It is work without bob's mods but if used ...
bobplates mod is one of bobingabout's big mod :)
https://mods.factorio.com/mods/Bobingabout
https://mods.factorio.com/mods/Bobingabout/bobplates
It is work without bob's mods but if used ...
- Wed Mar 01, 2017 3:12 am
- Forum: Implemented Suggestions
- Topic: Removing items from blueprints entirely
- Replies: 7
- Views: 4969
blueprint correction
merged with existing suggestion, and thanks for the gif --daniel34
Click on the element to decide whether to install it. I want to remove unnecessary elements easy and faster.
Click on the element to decide whether to install it. I want to remove unnecessary elements easy and faster.
- Wed Mar 01, 2017 2:59 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 124483
Re: [0.14] Reactors & Atomic Locomotives
Hi I have a question
Is there a factor that determines the temperature of the water when the Reactor core temperature exceeds 100'C?
Reactor core temperature = 101'C and Reactor core temperature = 199'C have the same boiling performance?
Is there a factor that determines the temperature of the water when the Reactor core temperature exceeds 100'C?
Reactor core temperature = 101'C and Reactor core temperature = 199'C have the same boiling performance?
- Wed Feb 22, 2017 6:43 am
- Forum: Modding help
- Topic: Put it in the chest with filter.
- Replies: 0
- Views: 824
Put it in the chest with filter.
Hi
I make new logistic-container.
And I want to filter like turrets about the items that the inserter puts in.
Is there a way?
I make new logistic-container.
And I want to filter like turrets about the items that the inserter puts in.
Is there a way?
- Fri Feb 17, 2017 4:16 pm
- Forum: Modding help
- Topic: How do I insert some used ammo?
- Replies: 4
- Views: 1955
Re: How do I insert some used ammo?
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.ammo
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo
game.players[player_index].get_inventory(1).insert(inv[1])
if game.players[player_index].get_inventory(defines.inventory.player_main).find_item ...
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo
game.players[player_index].get_inventory(1).insert(inv[1])
if game.players[player_index].get_inventory(defines.inventory.player_main).find_item ...
- Fri Feb 17, 2017 3:36 pm
- Forum: Modding help
- Topic: How do I insert some used ammo?
- Replies: 4
- Views: 1955
Re: How do I insert some used ammo?
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.ammo
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo
game.players[player_index].get_inventory(1).insert(inv[1])
if game.players[player_index].get_inventory(defines.inventory.player_main).find_item ...
http://lua-api.factorio.com/latest/LuaItemStack.html#LuaItemStack.drain_ammo
game.players[player_index].get_inventory(1).insert(inv[1])
if game.players[player_index].get_inventory(defines.inventory.player_main).find_item ...
- Fri Feb 17, 2017 3:15 pm
- Forum: Modding help
- Topic: Capsule robots that follow entity
- Replies: 2
- Views: 1481
Re: Capsule robots that follow entity
You create combat robot via surface.create_entity and specify its target during creation.
You can only set robots target during its creation.
Here's example from my old mod:
local companion=ent.surface.create_entity{position=ent.position, name=robot_name, force=ent.force, target=ent}
Oh thank ...
You can only set robots target during its creation.
Here's example from my old mod:
local companion=ent.surface.create_entity{position=ent.position, name=robot_name, force=ent.force, target=ent}
Oh thank ...
- Fri Feb 17, 2017 2:55 pm
- Forum: Modding help
- Topic: How do I insert some used ammo?
- Replies: 4
- Views: 1955
How do I insert some used ammo?
Hi
If ammo magazine_size = 10, I want insert used ammo (1~9/10)
I used two types code
local inv = entity.get_inventory(1)
game.players[player_index].insert({name = inv[1].prototype.name, count = inv[1].count})
game.players[player_index].insert(inv[1])
But they are return only full ammo (10/10 ...
If ammo magazine_size = 10, I want insert used ammo (1~9/10)
I used two types code
local inv = entity.get_inventory(1)
game.players[player_index].insert({name = inv[1].prototype.name, count = inv[1].count})
game.players[player_index].insert(inv[1])
But they are return only full ammo (10/10 ...
- Tue Feb 14, 2017 3:03 pm
- Forum: Modding help
- Topic: Capsule robots that follow entity
- Replies: 2
- Views: 1481
Capsule robots that follow entity
Hi
I have a capsule shooting turret. and use create_entity{} (destroyer-capsule)
However, these capsules do not follow the turret.
If I want the capsule to follow the turret, do I have to make a group? Or is there another way?
I have a capsule shooting turret. and use create_entity{} (destroyer-capsule)
However, these capsules do not follow the turret.
If I want the capsule to follow the turret, do I have to make a group? Or is there another way?
- Mon Feb 13, 2017 7:15 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Always visible - made in
- Replies: 0
- Views: 989
[Request] Always visible - made in
Hi
There are times when you do not know which building's recipe you are playing in big mods.
Liquid and some cases come out well as picture. In most cases, however, it is difficult to find out which production facility is used in a recipe.
So I want to always show [Made In].
There are times when you do not know which building's recipe you are playing in big mods.
Liquid and some cases come out well as picture. In most cases, however, it is difficult to find out which production facility is used in a recipe.
So I want to always show [Made In].