Search found 17 matches

by Eylrid
Mon Nov 23, 2020 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Crashed while autosaving: DifficultySettings::save
Replies: 2
Views: 2214

Re: [1.1.0] Crashed while autosaving

Here's the autosave file it tried to create and failed at
by Eylrid
Mon Nov 23, 2020 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Crashed while autosaving: DifficultySettings::save
Replies: 2
Views: 2214

[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...
by Eylrid
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: 24879

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.
by Eylrid
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: 1331

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.
by Eylrid
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: 1331

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 ...
by Eylrid
Sat Jan 19, 2019 3:23 pm
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62389

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.
by Eylrid
Wed Jul 11, 2018 8:09 pm
Forum: Combinator Creations
Topic: Pairwise Multiplication using Squares
Replies: 3
Views: 4377

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 wir...
by Eylrid
Wed Jun 27, 2018 7:07 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387796

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 chest o...
by Eylrid
Tue Jun 26, 2018 1:14 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214227

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://...
by Eylrid
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: 2814

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.
by Eylrid
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: 2814

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. We...
by Eylrid
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: 2814

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.
by Eylrid
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: 2814

[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 be...
by Eylrid
Sun Aug 13, 2017 2:05 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107922

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...
by Eylrid
Sun Aug 13, 2017 2:03 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67778

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 ...
by Eylrid
Sat Aug 12, 2017 7:04 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107922

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....
by Eylrid
Sat Aug 12, 2017 7:00 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67778

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 t...

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