Search found 23 matches
- 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
- 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 ...
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 ...
- 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 (-:
- 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 ...
- 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 ...
- 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 ...
In Factorio 0.15 the values that were set in the config are now set in game. But there i can't set the ...
- 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.
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 (-:
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 (-:
- 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.
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.
- 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?
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
if i copy C:/Windows/System32/ op my clipboard and then press windows key, then ...
- 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.