Search found 40 matches
- Sat Jan 27, 2024 4:40 am
- Forum: Ideas and Suggestions
- Topic: Reduce need for Alt-Mode by putting Modules/recipes on building sprites
- Replies: 5
- Views: 1357
Re: Reduce need for Alt-Mode by putting Modules/recipes on building sprites
Alt Mode is an incredibly useful eyesore. It feels more like a band-aid to the serious problem of not having required information in regular mode that forces alt mode to become the default. Because of this, regular mode has become one of those features that feels due for removal. However, doing so ...
- Fri Dec 08, 2023 3:29 pm
- Forum: Ideas and Suggestions
- Topic: Better mod management client-side
- Replies: 5
- Views: 1109
Re: Better mod management client-side
The ability to organize mods would help everyone who plays with mods, multi and single player both. I would add to this suggestion a folder view, where you can group your mods into folders. You would then be able to toggle entire folders of mods on/off with one click, or individually and the folder ...
- Tue Mar 13, 2018 7:31 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50620
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
I posted an error message for the mod Science Pack Dependencies stated below, however the issue seems to lie within your mod instead.
My post to Science Pack Dependencies:
Subject: Conflict with MadClown01's Nuclear Extension
When your mod is loaded alongside MadClown01's Nuclear Extension in ...
My post to Science Pack Dependencies:
Subject: Conflict with MadClown01's Nuclear Extension
When your mod is loaded alongside MadClown01's Nuclear Extension in ...
- Tue Mar 13, 2018 7:11 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1189535
Re: [0.16] Sea Block Pack 0.2.4
For Factorio version 0.16.30 (build 36039)
When attempting to download the mod via the in game mod downloader, I am presented with the following error message:
Selected mod has no released version.
When attempting to download the mod via the in game mod downloader, I am presented with the following error message:
Selected mod has no released version.
- Mon Mar 12, 2018 8:36 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50620
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Your mod crashed on game startup (Game version 0.16.29, build 36026). The error message:
Code: Select all
__Clowns-Nuclear__/data-final-fixes.lua:1: attepmt to index field 'centrifuging-2' (a nil value)
- Fri Feb 09, 2018 11:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50620
Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium
I received an error on game startup:
Path Clowns-Nuclear/graphics/icons/ore-5.png not matching the resource path pattern: __source__/path
The error shows up in a windows dialog, after which clicking on OK shuts down the game.
Because this was not caught by Factorio's usual "mod-error-handler-on ...
Path Clowns-Nuclear/graphics/icons/ore-5.png not matching the resource path pattern: __source__/path
The error shows up in a windows dialog, after which clicking on OK shuts down the game.
Because this was not caught by Factorio's usual "mod-error-handler-on ...
- Sat Nov 25, 2017 9:30 pm
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 240518
Re: [MOD 0.15.x] pY Fusion Energy
With your current release, I get the following error message on game startup:
Failed to load mods: Error in assignID, fluid with name 'dirty-water' does not exist.
Source: molybdenum-pulp (recipe).
Mods to be disabled:
pyfusionenergy
PickerExtended
On disabling Picker Extended (just to see ...
Failed to load mods: Error in assignID, fluid with name 'dirty-water' does not exist.
Source: molybdenum-pulp (recipe).
Mods to be disabled:
pyfusionenergy
PickerExtended
On disabling Picker Extended (just to see ...
- Fri Nov 24, 2017 4:37 am
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 240518
Re: [MOD 0.15.x] pY Fusion Energy
With your current release, I get the following error message on game startup:
Failed to load mods: Error in assignID, fluid with name 'dirty-water' does not exist.
Source: molybdenum-pulp (recipe).
Mods to be disabled:
pyfusionenergy
PickerExtended
On disabling Picker Extended (just to see ...
Failed to load mods: Error in assignID, fluid with name 'dirty-water' does not exist.
Source: molybdenum-pulp (recipe).
Mods to be disabled:
pyfusionenergy
PickerExtended
On disabling Picker Extended (just to see ...
- Mon Nov 13, 2017 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Mod Interface Organizer Option
- Replies: 0
- Views: 1024
Mod Interface Organizer Option
TL;DR
An option in the main escape menu to allow mod's gui windows to be reorganized, and scroll bar when mods do go off screen.
What ?
In the escape menu I would like to see an option that allows the user to reorganize the mod windows that use the horizontal/vertical snap-bars, and a scroll ...
An option in the main escape menu to allow mod's gui windows to be reorganized, and scroll bar when mods do go off screen.
What ?
In the escape menu I would like to see an option that allows the user to reorganize the mod windows that use the horizontal/vertical snap-bars, and a scroll ...
- Mon Nov 13, 2017 8:51 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 25973
Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
The game crashes when using your mod with the Railway Painter mod. Your mod works fine when using it other ways, but when clicking on "New" in Railway Painter and clicking on any of the buttons in the Color Picker window the game crashes. I am posting this in both places as I don't know which one is ...
- Sun Aug 20, 2017 4:07 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 742924
Re: [MOD 0.15.x] pY Coal Processing
I encountered an error on load when updating to version 0.3.8.
Failed to load mods: Error in assignID, recipe with name 'py-sodium-hydroxide' does not exist.
Source: coal-processing-2 (technology).
I am not using bobs or angels mods.
Failed to load mods: Error in assignID, recipe with name 'py-sodium-hydroxide' does not exist.
Source: coal-processing-2 (technology).
I am not using bobs or angels mods.
- Sun Jul 16, 2017 6:29 am
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 25973
Re: [MOD 0.15+] Color Picker 0.4.1 - Combined, Alpha, Presets
When loading my current game which had the original sub-mods (player color, etc.), the color picker button does not appear in the toolbar. It does show up when starting a new game or when loading a game which did not originally have any of the color picker mods loaded. (Might be a migration problem?)
- Wed Jun 07, 2017 7:22 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 42704
Re: [0.15] Teleportation
When placing the jump targeter on the toolbelt and trying to use it when the player's inventory is full, the targeter disappears. I am having to make sure my inventory has at least one free slot before I use the targeter to prevent this from happening.
- Fri Jun 02, 2017 6:30 pm
- Forum: Not a bug
- Topic: [0.15.17] Ghost Steam Engines
- Replies: 2
- Views: 1705
Re: [0.15.17] Ghost Steam Engines
Sometimes things you build yourself can end up deceiving your own eyes. You think you know the system inside and out because you built it from scratch so things like this get overlooked. 
Thank you for pointing this out.

Thank you for pointing this out.

- Thu Jun 01, 2017 10:15 pm
- Forum: Not a bug
- Topic: [0.15.17] Ghost Steam Engines
- Replies: 2
- Views: 1705
[0.15.17] Ghost Steam Engines
I recently went full nuclear and took my steam engine array offline via a switch but noticed that the electric network information display was showing 3 steam engines still supplying power. I know this is false as I have only two sets of steam engines: a 160 engine array former primary now backup ...
- Wed May 31, 2017 9:42 pm
- Forum: Mods
- Topic: [0.15] Reactor Interface
- Replies: 13
- Views: 6563
Re: [0.15] Reactor Interface
For the inserter issue, limit the stack size. I'm using fast inserters with their stack size limited to 1 for fuel insertion. They are also connected to two combinators. One combinator emits a single F when the reactor fuel inventory is zero. The other emits a single F when my steam buffer goes down ...
- Fri May 05, 2017 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Some font glyphs not rendered
- Replies: 8
- Views: 4273
Re: [0.15.6] Circuit Network Numbers Disappeared
When I went back into the game today to take a screenshot, the numbers returned. I took a screenshot anyway for reference, posted below. Last night they had disappeared sometime in the middle of the game running. I attached both the current and previous log files just in case.
Factorio Bug Report ...
Factorio Bug Report ...
- Fri May 05, 2017 1:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Some font glyphs not rendered
- Replies: 8
- Views: 4273
[0.15.6] Some font glyphs not rendered
All of the numbers I set in combinators, inserters, etc disappeared. Ex when connecting an inserter to a chest with a red/green wire and setting it's enabled condition to iron ore < 2k, the '2k' no longer shows up in the box. The inserter still operates as it is expected to and the number appears in ...
- Tue May 02, 2017 5:16 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] Eco Unfriendly Does Not Activate
- Replies: 8
- Views: 4437
Re: [0.15.5] Eco Unfriendly Does Not Activate
Eco unfriendly is grey.
The text is:
Eco unfriendly
Research oil processing.
The start tracking magnet button is present and clicking on it brings up the tracker window.
I am currently playing on the steam version. All of the information thus far has been for the in-game achievements, but I just ...
The text is:
Eco unfriendly
Research oil processing.
The start tracking magnet button is present and clicking on it brings up the tracker window.
I am currently playing on the steam version. All of the information thus far has been for the in-game achievements, but I just ...
- Tue May 02, 2017 2:28 am
- Forum: 1 / 0 magic
- Topic: [0.15.5] Eco Unfriendly Does Not Activate
- Replies: 8
- Views: 4437
Re: [0.15.5] Eco Unfriendly Does Not Activate
I emptied my mod directory and started a new map using the new generator, and have not entered any console commands and peaceful mode is disabled. I have earned 10 of 38 achievements as of today.
My earned achievements are as follows:
Getting on track
It stinks and they don't like it
Automated ...
My earned achievements are as follows:
Getting on track
It stinks and they don't like it
Automated ...