Search found 40 matches

by Lezreth
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: 4
Views: 487

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 w...
by Lezreth
Fri Dec 08, 2023 3:29 pm
Forum: Ideas and Suggestions
Topic: Better mod management client-side
Replies: 1
Views: 366

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'...
by Lezreth
Tue Mar 13, 2018 7:31 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 41663

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 the ne...
by Lezreth
Tue Mar 13, 2018 7:11 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998634

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.
by Lezreth
Mon Mar 12, 2018 8:36 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 41663

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)
by Lezreth
Fri Feb 09, 2018 11:25 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 41663

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...
by Lezreth
Sat Nov 25, 2017 9:30 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 551
Views: 187566

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 what wou...
by Lezreth
Fri Nov 24, 2017 4:37 am
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 551
Views: 187566

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 what woul...
by Lezreth
Mon Nov 13, 2017 10:24 pm
Forum: Ideas and Suggestions
Topic: Mod Interface Organizer Option
Replies: 0
Views: 835

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 bar wh...
by Lezreth
Mon Nov 13, 2017 8:51 pm
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 21929

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 wh...
by Lezreth
Sun Aug 20, 2017 4:07 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 579239

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.
by Lezreth
Sun Jul 16, 2017 6:29 am
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 21929

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?)
by Lezreth
Wed Jun 07, 2017 7:22 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35435

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.
by Lezreth
Fri Jun 02, 2017 6:30 pm
Forum: Not a bug
Topic: [0.15.17] Ghost Steam Engines
Replies: 2
Views: 1393

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. :oops:

Thank you for pointing this out. :D
by Lezreth
Thu Jun 01, 2017 10:15 pm
Forum: Not a bug
Topic: [0.15.17] Ghost Steam Engines
Replies: 2
Views: 1393

[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 po...
by Lezreth
Wed May 31, 2017 9:42 pm
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 5503

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...
by Lezreth
Fri May 05, 2017 12:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Some font glyphs not rendered
Replies: 8
Views: 3432

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 05...
by Lezreth
Fri May 05, 2017 1:32 am
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Some font glyphs not rendered
Replies: 8
Views: 3432

[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...
by Lezreth
Tue May 02, 2017 5:16 pm
Forum: 1 / 0 magic
Topic: [0.15.5] Eco Unfriendly Does Not Activate
Replies: 7
Views: 3513

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 che...
by Lezreth
Tue May 02, 2017 2:28 am
Forum: 1 / 0 magic
Topic: [0.15.5] Eco Unfriendly Does Not Activate
Replies: 7
Views: 3513

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 const...

Go to advanced search