Search found 64 matches

by nucleargen
Thu Oct 31, 2019 3:31 pm
Forum: Technical Help
Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
Replies: 4
Views: 934

Re: [0.17.74] Server not starting

Added 4Gb of RAM, server runs Ok.
Thanks!
by nucleargen
Thu Oct 31, 2019 3:13 pm
Forum: Technical Help
Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
Replies: 4
Views: 934

Re: [0.17.74] Server not starting

Oxyd wrote: ↑
Thu Oct 31, 2019 3:04 pm
Well, something kills the Factorio process. Does the server maybe run out of memory?
Maybe, free memory is about 3.3Gb, on my home computer this savegame takes about the same amount.
How can i check this?
by nucleargen
Thu Oct 31, 2019 2:57 pm
Forum: Technical Help
Topic: [SOLVED][0.17.74] Server not starting - Not enough RAM
Replies: 4
Views: 934

[SOLVED][0.17.74] Server not starting - Not enough RAM

Server does not fully start. runs under non-sudoer user `gamemaster` using command: /home/gamemaster/factorio/bin/x64/factorio --server-settings /home/gamemaster/factorio/data/server-settings.json --start-server-load-latest --console-log /home/gamemaster/Factorio.log --verbose (trying this before in...
by nucleargen
Fri Mar 01, 2019 4:19 am
Forum: Resolved Problems and Bugs
Topic: [0.17.*] Sulfur processing isn't prerequisite Uranium processing
Replies: 2
Views: 1765

[0.17.*] Sulfur processing isn't prerequisite Uranium processing

As of 0.17 paradigm to all techs requires needed components - is this a bug due to uranium requires sulfuric acid for mining?
Image
Image
by nucleargen
Fri Feb 22, 2019 6:10 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 113395

Re: Friday Facts #283 - Prepare to Launch

need some vacation for next week... whole week
by nucleargen
Mon Oct 15, 2018 2:37 pm
Forum: Not a bug
Topic: [0.16.51] Strange invisible solar panels
Replies: 8
Views: 1790

Re: [0.16.51] Strange invisible solar panels

Found mod, causing this issue.
FactorioMaps
I'll speak about this entity generation and proper mod disabling when using with mod author.
Thanks for help!

upd:
Successfully removed this entities from save. All seems ok.
by nucleargen
Mon Oct 15, 2018 2:11 pm
Forum: Not a bug
Topic: [0.16.51] Strange invisible solar panels
Replies: 8
Views: 1790

Re: [0.16.51] Strange invisible solar panels

I don't see how this is related to the base game, moving to not a bug It does not go away when loading without mods though, at least the power networks still shows those producers. There is a hidden small solar panel prototype in the base game for use in the tutorials, so it is natural it would not...
by nucleargen
Mon Oct 15, 2018 12:07 pm
Forum: Not a bug
Topic: [0.16.51] Strange invisible solar panels
Replies: 8
Views: 1790

Re: [0.16.51]Strange invisible solar panels

Loewchen wrote: ↑
Mon Oct 15, 2018 11:32 am
Do you know what mod would have added those panels?
At this moment - no. Trying to find by searching mods code.
by nucleargen
Mon Oct 15, 2018 9:07 am
Forum: Not a bug
Topic: [0.16.51] Strange invisible solar panels
Replies: 8
Views: 1790

[0.16.51] Strange invisible solar panels

Played with mods, found next: Near rail station with lamp and medium power pole i have several invisible solar panels with 10Gj capacity and unknown energy production value. When i found it - i disabled all the mods and load game, but this solar panels stayed in place. It accidentally appears after ...
by nucleargen
Mon Mar 05, 2018 4:05 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 3681

Re: [MOD 0.15.X] Factorio Cross Mod

updated: 1.2.2 | 05.03.2018 - Big Bags features can now be enabled via startup mod settings
by nucleargen
Wed Feb 28, 2018 1:54 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 3681

Re: [MOD 0.15.X] Factorio Cross Mod

Is it a known issue that this mod cancels the intended effect of: https://mods.factorio.com/mod/InfiniteWorkerRobotCapacity_Research Tested pretty thoroughly...With Cross Mod on no infinite bot cargo capacity (finite at 9th level)...With Cross Mod off, bot cargo capacity has the "4-(infinity)&...
by nucleargen
Mon Jan 22, 2018 9:11 am
Forum: Mods
Topic: [MOD 0.15.X] Factorio Cross Mod
Replies: 12
Views: 3681

Re: [MOD 0.15.X] Factorio Cross Mod

updated.

Version: 1.2.0
Date: 2018-01-22

Features:
- Factorio v0.16 support
Changes:
- Removed support of Portal Research mod, since it no longer maintained
Meta:
- Began maintaining changelog.txt for display in-game after updates
by nucleargen
Fri Jul 28, 2017 12:27 pm
Forum: Modding discussion
Topic: Possible to make some .14 mods work in .15? If so, how?
Replies: 14
Views: 3207

Re: Possible to make some .14 mods work in .15? If so, how?

Most popular mods already updated on mods portal. You just only need to download them via ingame modmanager.
If some mods are broken - try to request update on mod portal or on mod's forum thread.
by nucleargen
Thu Jul 20, 2017 12:26 am
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Re: Conditions to place ghost via surface.create_entity

Nothing collides. I'm trying to place ghost of entity. Tried another coords on flat terrain without anything.
by nucleargen
Wed Jul 19, 2017 9:58 am
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Re: Conditions to place ghost via surface.create_entity

Klonan wrote:try setting 'expires' to false
Not working too :(
by nucleargen
Wed Jul 19, 2017 9:45 am
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Re: Conditions to place ghost via surface.create_entity

You're trying to place the chest at the players position, that's not gonna work. Try: /c game.player.print(game.player.surface.can_place_entity{name="entity-ghost",position={x=game.player.position.x + 1, y= game.player.position.y }, inner_name="my_new_entity",force=game.player.f...
by nucleargen
Wed Jul 19, 2017 2:14 am
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Re: Conditions to place ghost via surface.create_entity

/c game.players[1].print(game.players[1].surface.can_place_entity{name="entity-ghost",position=game.players[1].position,inner_name="my_new_entity",force=game.players[1].force,expires=true}) returns false Entity prototype is: { type = "container", name = "my_new_en...
by nucleargen
Wed Jul 19, 2017 12:48 am
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Re: Conditions to place ghost via surface.create_entity

type="container"
same as any chest
by nucleargen
Tue Jul 18, 2017 3:01 pm
Forum: Modding help
Topic: Conditions to place ghost via surface.create_entity
Replies: 9
Views: 1893

Conditions to place ghost via surface.create_entity

I'm trying to place multiple ghosts (in different, non-colliding positions), but placing it via surface.create_entity fails with error and (not returned nil as in documentation if creation failed). Placing entity prototype has flags: {"placeable-neutral", "not-repairable", "...

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