Search found 17 matches
- Mon Nov 23, 2020 10:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crashed while autosaving: DifficultySettings::save
- Replies: 2
- Views: 2676
Re: [1.1.0] Crashed while autosaving
Here's the autosave file it tried to create and failed at
- Mon Nov 23, 2020 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crashed while autosaving: DifficultySettings::save
- Replies: 2
- Views: 2676
[1.1.0] Crashed while autosaving: DifficultySettings::save
What did I do: I was playing a new game. I had gone through the starting tips. I had placed a few burner mining drills. The game had autosaved a few times already.
What happened: The game tried to autosave and crashed.
What did you expect to happen instead: I expected it to finish autosaving and let ...
What happened: The game tried to autosave and crashed.
What did you expect to happen instead: I expected it to finish autosaving and let ...
- Wed Jun 10, 2020 1:25 pm
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 31916
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
1.18.3 cranked the pollution way up. Mining drills went from 60/min to 900/min.
- Mon Oct 28, 2019 6:42 am
- Forum: Modding help
- Topic: Making trees stronger the farther they are from the spawn point
- Replies: 4
- Views: 1740
Re: Making trees stronger the farther they are from the spawn point
It successfully changes the max_health so the file is loading and the code is running, but it doesn't change the heal rate.
- Sat Oct 26, 2019 5:02 pm
- Forum: Modding help
- Topic: Making trees stronger the farther they are from the spawn point
- Replies: 4
- Views: 1740
Making trees stronger the farther they are from the spawn point
I'm trying to make a mod that makes trees stronger the further they are from the spawn point. Ideally it would change `max_health`, but that's not available on the fly. The next approach I thought of is to set `max_health` to a high amount and scale `health` with distance. I don't want the trees to ...
- Sat Jan 19, 2019 3:23 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 75184
Re: [0.12]Ideas, suggestions & discussion
Is there any way to get FARL to work on a grid? I have a gridded rail network with signals and poles every half chunk, on the half chunk, but I can't seem to get FARL to align with it.
- Wed Jul 11, 2018 8:09 pm
- Forum: Combinator Creations
- Topic: Pairwise Multiplication using Squares
- Replies: 3
- Views: 6021
Pairwise Multiplication using Squares
Say you have a set of signals on the red wire (iron ore = -85, copper ore = 45, stone = -60, coal = -28) and a corresponding set of signals on the green wire (iron ore = -55, copper ore = -78, stone = -18, coal = -60). Adding each signal from the red wire to its corresponding signal on the green ...
- Wed Jun 27, 2018 7:07 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 474969
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Is there a way to lock a creative chest so the filters can't be changed? I want to play a game with a handful of items freely available, but not everything.
I figured how to do what I wanted to do, but I'm posting anyway in case anyone else wants to do the same thing.
How to lock a creative ...
I figured how to do what I wanted to do, but I'm posting anyway in case anyone else wants to do the same thing.
How to lock a creative ...
- Tue Jun 26, 2018 1:14 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: Bugs & FAQ
I have found three hidden dependencies:
Angel's PetroChem (0.7.9) won't load without Angel's Smelting. It says "solid-lime" does not exist, source "filter-lime" recipe.
Angel's Smelting (0.4.4) won't load without Bob's Metals, Chemicals, and Intermediates. It gives this: https://i.imgur.com ...
Angel's PetroChem (0.7.9) won't load without Angel's Smelting. It says "solid-lime" does not exist, source "filter-lime" recipe.
Angel's Smelting (0.4.4) won't load without Bob's Metals, Chemicals, and Intermediates. It gives this: https://i.imgur.com ...
- Fri Dec 22, 2017 9:20 pm
- Forum: Not a bug
- Topic: [16.7] Constant combinator ghost does not get revived upon manual placement
- Replies: 7
- Views: 3477
Re: [16.7] Constant combinator ghost does not get revived upon manual placement
When you revive a ghost of an assembling machine with a fluid connection, the assembling machine in your hand is rotation agnostic. It takes its rotation from the ghost. The constant combinator should work the same way.
- Fri Dec 22, 2017 9:00 pm
- Forum: Not a bug
- Topic: [16.7] Constant combinator ghost does not get revived upon manual placement
- Replies: 7
- Views: 3477
Re: [16.7] Constant combinator ghost does not get revived upon manual placement
What do you mean incorrectly aligned? I placed it right over the ghost.
The question is, if the rotational state of the combinator is identical with the rotational state of the ghost, or in other words, if the combinators were belts, would items on ghost and not-ghost move in the same direction ...
The question is, if the rotational state of the combinator is identical with the rotational state of the ghost, or in other words, if the combinators were belts, would items on ghost and not-ghost move in the same direction ...
- Fri Dec 22, 2017 6:55 pm
- Forum: Not a bug
- Topic: [16.7] Constant combinator ghost does not get revived upon manual placement
- Replies: 7
- Views: 3477
Re: [16.7] Constant combinator ghost does not get revived upon manual placement
What do you mean incorrectly aligned? I placed it right over the ghost.
- Fri Dec 22, 2017 3:40 pm
- Forum: Not a bug
- Topic: [16.7] Constant combinator ghost does not get revived upon manual placement
- Replies: 7
- Views: 3477
[16.7] Constant combinator ghost does not get revived upon manual placement
Constant combinator isn't getting settings and circuit connections from blueprinted ghosts.
What I did:
1. Started a new game (enemy bases, trees, pollution, evolution and expansion turned off)
2. Spawned 5 constant combinators, 5 arithmetic combinators, and 5 green wires (though 2, 2 and 1 would ...
What I did:
1. Started a new game (enemy bases, trees, pollution, evolution and expansion turned off)
2. Spawned 5 constant combinators, 5 arithmetic combinators, and 5 green wires (though 2, 2 and 1 would ...
- Sun Aug 13, 2017 2:05 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120794
Re: [MOD 0.14] AAI Programmable Structures
I'm having a compatibility problem between Building Platform (1.1.9) and AAI Programmable Structures (0.3.8)/Vehicles (0.3.25). I'm running Factorio 0.15.33
When the Building Platform mod is enabled the vehicle deployer building is not clickable. Neither left clicking nor right clicking do ...
When the Building Platform mod is enabled the vehicle deployer building is not clickable. Neither left clicking nor right clicking do ...
- Sun Aug 13, 2017 2:03 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 83288
Re: [0.14][0.15] Building Platform v1.0.9 (experimental v1.1.9)
I'm having a compatibility problem between Building Platform (1.1.9) and AAI Programmable Structures (0.3.8)/Vehicles (0.3.25). I'm running Factorio 0.15.33
What should happen: The vehicle deployer structure has two things you can click on: the building, to put a vehicle in; and a control panel on ...
What should happen: The vehicle deployer structure has two things you can click on: the building, to put a vehicle in; and a control panel on ...
- Sat Aug 12, 2017 7:04 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120794
Re: [MOD 0.14] AAI Programmable Structures
I'm having a compatibility problem between Building Platform (1.1.9) and AAI Programmable Structures (0.3.8)/Vehicles (0.3.25). I'm running Factorio 0.15.33
When the Building Platform mod is enabled the vehicle deployer building is not clickable. Neither left clicking nor right clicking do anything ...
When the Building Platform mod is enabled the vehicle deployer building is not clickable. Neither left clicking nor right clicking do anything ...
- Sat Aug 12, 2017 7:00 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 83288
Re: [0.14][0.15] Building Platform v1.0.9 (experimental v1.1.9)
I'm having a compatibility problem between Building Platform (1.1.9) and AAI Programmable Structures (0.3.8)/Vehicles (0.3.25). I'm running Factorio 0.15.33
What should happen: The vehicle deployer structure has two things you can click on: the building, to put a vehicle in; and a control panel on ...
What should happen: The vehicle deployer structure has two things you can click on: the building, to put a vehicle in; and a control panel on ...