Search found 23 matches

by Dilbe
Fri Sep 22, 2023 7:23 am
Forum: Technical Help
Topic: [1.1.91] Can't create game without active internet
Replies: 2
Views: 694

Re: [1.1.91] Can't create game without active internet

Thanks you! Such a simple solution, i didn't know i could load a multiplayer game as single player. This works
by Dilbe
Fri Sep 22, 2023 7:14 am
Forum: Technical Help
Topic: [1.1.91] Can't create game without active internet
Replies: 2
Views: 694

[1.1.91] Can't create game without active internet

I'm trying to continue a game the way i normally do by pressing "Continue Host Dilbe" right after starting the game through steam.
IMG_20230922_091820804_HDR.jpg
But then i get an error "unknown key: "failed to reach auth server. Code 520. Error: Unknown error."".
IMG_20230922_091847807.jpg
I ...
by Dilbe
Wed Jun 21, 2017 6:42 pm
Forum: Technical Help
Topic: Slow game because of large number of aliens
Replies: 2
Views: 1384

Re: Slow game because of large number of aliens

Thanks for the reply. I'll try to kill as much of those as i can (-:
by Dilbe
Wed Jun 21, 2017 2:04 pm
Forum: Bob's mods
Topic: Minimun module values
Replies: 5
Views: 2628

Re: Minimun module values

We don't want to use productivity modules, but we do want to use the other modules and the military mods. Some of the items from the military mod need productivity modules to create them. Removing the productivity modules would also be fine with me, but i assumed other mods would then break. In the ...
by Dilbe
Wed Jun 21, 2017 11:52 am
Forum: Technical Help
Topic: Slow game because of large number of aliens
Replies: 2
Views: 1384

Slow game because of large number of aliens

The game i have been playing has been getting slower and slower, now its around 20 UPS. After reading some causes and analyzing debug information i found out its almost entirely because of aliens. If i use a console command to kill off all aliens and there bases the ups gets back up to 60. Now i ...
by Dilbe
Wed Jun 21, 2017 11:43 am
Forum: Bob's mods
Topic: Minimun module values
Replies: 5
Views: 2628

Minimun module values

In Factorio version 0.14 i set the productivity module base value and value per level both on zero in the config mod. This made it so that all productivity modules gave no productivity at all.
In Factorio 0.15 the values that were set in the config are now set in game. But there i can't set the ...
by Dilbe
Sat May 27, 2017 7:39 pm
Forum: Not a bug
Topic: [0.15.15] Desync when joining a game
Replies: 2
Views: 1371

Re: [0.15.15] Desync when joining a game

Thank you very much for the tip. This solved our problem.
by Dilbe
Sat May 27, 2017 9:26 am
Forum: Not a bug
Topic: [0.15.15] Desync when joining a game
Replies: 2
Views: 1371

[0.15.15] Desync when joining a game

A friend and i have been playing Factorio on the same map for a while.
Since Thursday we can't continue with our game, because my friend gets a desync every time he connects.
We updated our game to the newest Factorio in the hopes that would help. But that does not seem to help.
I also tried ...
by Dilbe
Sat May 27, 2017 8:15 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 16142

Re: [MOD 0.15.x] Marathon Mod Automated

That was quick! Thank you very much!
by Dilbe
Fri May 26, 2017 11:48 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 16142

Re: [MOD 0.15.x] Marathon Mod Automated

Thanks for continuing the marathon mod for version 0.15, faraway.

I had a problem with getting the mod to work. I don't use angels plates. To get the mod to work i had to out-comment the following 5 lines in recipe-smelting.lua:
--plates_list['angels-plate-chrome'] = true
--plates_list['angels ...
by Dilbe
Sun Apr 23, 2017 8:42 am
Forum: Technical Help
Topic: How to find which mod causes desync
Replies: 5
Views: 2221

Re: How to find which mod causes desync

Thank you for the replies.

So i should not build blueprints with bobsinserters where the inserters are in 90 degrees angles?
And also not use blueprints that have modules in them?

Save: https://drive.google.com/open?id=0B-Ainv2xyPK5ai1QWTNmLXNMM3c
mods: https://drive.google.com/open?id=0B ...
by Dilbe
Sat Apr 22, 2017 5:52 pm
Forum: Technical Help
Topic: How to find which mod causes desync
Replies: 5
Views: 2221

Re: How to find which mod causes desync

Thank you for your reply.

The desync report is accessible here: https://drive.google.com/file/d/0B-Ainv ... JmaVU/view

I tried understanding something usefull from that report, but i didn't really understand what's in it (-:
by Dilbe
Sat Apr 22, 2017 1:12 pm
Forum: Technical Help
Topic: How to find which mod causes desync
Replies: 5
Views: 2221

How to find which mod causes desync

I have been playing Factorio with a friend for a while, but recently we're getting desyncs every hallfhour or so.

I read that it's mostly caused by mods. But how can i find out which one? We already tried disabling all mods that do not add researches or buildings we use, but that didn't seem to help.
by Dilbe
Thu Nov 17, 2016 5:53 pm
Forum: Modding help
Topic: How to give crafting machines a default productivity bonus
Replies: 4
Views: 2135

Re: How to give crafting machines a default productivity bonus

How about adding a productivity limit to factories? Just like how there is a limit to the max efficiency. Would that be possible to mod?
by Dilbe
Sat Aug 20, 2016 11:22 pm
Forum: Bob's mods
Topic: bobmods.lib.add_recipe_item changed in 0.13?
Replies: 6
Views: 2753

Re: bobmods.lib.add_recipe_item changed in 0.13?

Your right, passing item works, item_in is not needed. Changing only the thing you said also fixes it. So then the code would be
function bobmods.lib.item.add(list, item_in) --increments amount if exists
local item = bobmods.lib.item.item(item_in)
local addit = true
for i, object in pairs(list ...
by Dilbe
Thu Aug 18, 2016 11:06 pm
Forum: Bob's mods
Topic: bobmods.lib.add_recipe_item changed in 0.13?
Replies: 6
Views: 2753

Re: bobmods.lib.add_recipe_item changed in 0.13?

I see that the function has been changed and I found the problem for me.

If i change

function bobmods.lib.item.add(list, item_in) --increments amount if exists
local item = bobmods.lib.item.item(item_in)
local addit = true
for i, object in pairs(list) do
if object[1] == item.name or object ...
by Dilbe
Thu Aug 18, 2016 5:29 am
Forum: Bob's mods
Topic: bobmods.lib.add_recipe_item changed in 0.13?
Replies: 6
Views: 2753

Re: bobmods.lib.add_recipe_item changed in 0.13?

Thank you for the reply, Bob.

In version 0.12 this piece of code:
bobmods.lib.add_recipe_item("productivity-module-2", {"productivity-module", 1})
made the productivity module 2 require 2 productivity modules 1 as input to make. So to make 1 productivity module 2, you'd need 2 productivity 1 ...
by Dilbe
Wed Aug 17, 2016 5:28 pm
Forum: Bob's mods
Topic: bobmods.lib.add_recipe_item changed in 0.13?
Replies: 6
Views: 2753

bobmods.lib.add_recipe_item changed in 0.13?

I used to use the following code in a mod to make modules more expensive, but this does not work anymore in 0.13.
bobmods.lib.add_recipe_item("productivity-module-2", {"productivity-module", 1})
bobmods.lib.add_recipe_item("productivity-module-4", {"productivity-module-3", 1})
bobmods.lib.add ...
by Dilbe
Mon Aug 01, 2016 7:23 am
Forum: Not a bug
Topic: [0.13.13] Wrong slash in log location
Replies: 6
Views: 2650

Re: [0.13.13] Wrong slash in log location

Just tested forward slashes on my sister's Win10 laptop, they work fine (just as in Win7 and below); Running "C:/Windows/System32/cmd.exe" ran the expected application. This is Not a Bug, since there is no issue.
if i copy C:/Windows/System32/ op my clipboard and then press windows key, then ...
by Dilbe
Sun Jul 31, 2016 10:05 am
Forum: Not a bug
Topic: [0.13.13] Wrong slash in log location
Replies: 6
Views: 2650

Re: [0.13.13] Wrong slash in log location

I just tried it out in windows 7 as well. And there it does work with the wrong slash if i press windows key, then control+v then enter. So it seems to only go wrong on windows 10.

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