I've attached a save, although I think you have to download the ModpackFixes mod manually.
I tried to diagnose the problem myself and I found out that all the processor recipes have two recipe variants ( normal and expensive ), but no actual duplicates. They are also disabled, but factorio still ...
Search found 21 matches
- Sun Apr 14, 2019 11:35 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 167044
- Sat Apr 13, 2019 10:12 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 167044
Re: [0.17] Please post bugs and balance issues here.
I've attached my mod-list.json, the ModpackFixes mod is from the modpack specific files of this modpack
- Sat Apr 13, 2019 9:17 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 167044
Re: [0.17] Please post bugs and balance issues here.
I'm getting the "Duplicate item ingredients are not allowed" error with bobs modules since 0.17.25 for all kinds of processor recipes ( speed-processor, effectivity-processor and more )
- Mon Apr 01, 2019 7:02 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 49375
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
There seems to be another problem after the latest Update:
- Thu May 18, 2017 6:07 pm
- Forum: 1 / 0 magic
- Topic: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
- Replies: 11
- Views: 6254
Re: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
Yes, it still happens after a reboot
Edit: It works when I set --force-opengl as launch option
Edit: It works when I set --force-opengl as launch option
- Thu May 18, 2017 4:04 pm
- Forum: 1 / 0 magic
- Topic: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
- Replies: 11
- Views: 6254
[0.15.12] Failed to load window icon
After updating to 0.15.12 I can't start factorio anymore.
Verifying the game chache through steam and completely redownloading the game didn't help.
I checked, the image exists with that name
It also seems that the window tries to open multiple times, the icon in the taskbar disappears and reappears ...
Verifying the game chache through steam and completely redownloading the game didn't help.
I checked, the image exists with that name
It also seems that the window tries to open multiple times, the icon in the taskbar disappears and reappears ...
- Wed Jul 06, 2016 7:51 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 360766
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.0.9 - (Formally Bio-Farm)
The last update really causes performance problems! It almost halfes my FPS/UPS
- Mon Apr 11, 2016 3:49 pm
- Forum: Technical Help
- Topic: following peers are not responding unknown username
- Replies: 2
- Views: 1735
Re: following peers are not responding unknown username
I'm having the same problem with a dedicated server. The player tries to connect, but only times out ith an unknown username
- Tue Jun 02, 2015 10:10 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
This version is so much better. It uses about 0.8
Thank you very much for that fast fix
Thank you very much for that fast fix
- Tue Jun 02, 2015 9:02 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
It would take three update calls instead of one for a recipie with three ingredients. I don't think it would slow down much
- Tue Jun 02, 2015 8:54 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
Yes, it wold call waiting every update until all items would be in the assembler
- Tue Jun 02, 2015 8:48 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
But that just means, there would be another, slightly different loop. So the loop isn't gone.
It would be a different loop,yes. But it is more spread out instead of 'spikes'.
Edit:
When I tried to fix it, I spread it out, just like I described. It changed the delay from 7.170 to about 0.5, as ...
- Tue Jun 02, 2015 8:37 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
The new version didn't do much, sadly.
What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call.
It seems to use the most time, since it does a lot with inventories and the items around it.
When this loop isn't there, it saves a lot of time
You could replace ...
What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call.
It seems to use the most time, since it does a lot with inventories and the items around it.
When this loop isn't there, it saves a lot of time
You could replace ...
- Tue Jun 02, 2015 8:09 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
The problem with sels:state() is that it can cause many functioncalls after each other.
This wouldn't be a problem if some of the functions wouldn't take long to finish.
This wouldn't be a problem if some of the functions wouldn't take long to finish.
- Tue Jun 02, 2015 7:34 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
I have four chests.
EDIT: The fix isn't working atm, I'm working on it
I experimented a little bit and it seems like I found a fix by changing the start of cyberchest.initialize_assembler to this:
function cyberchest.initialize_assembler(self)
local recipe_name = self:getorder().name
self ...
EDIT: The fix isn't working atm, I'm working on it
I experimented a little bit and it seems like I found a fix by changing the start of cyberchest.initialize_assembler to this:
function cyberchest.initialize_assembler(self)
local recipe_name = self:getorder().name
self ...
- Tue Jun 02, 2015 6:23 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 47619
Re: [Mod 0.11.22] CyberChest 0.7.0
Sadly it seems like the script used by the cyberchests is not very optimised. Could you look at it again?
- Thu Nov 27, 2014 11:17 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 102151
Re: [dead] Wagons: More train stuff
When you want to discontinue the mod, would you mind if I took over?
I would love to use the wagons provided by the mod in 0.11.x, maybe even add some by my own.
You of course would be credited as the original creator of the mod.
I would love to use the wagons provided by the mod in 0.11.x, maybe even add some by my own.
You of course would be credited as the original creator of the mod.
- Sat Nov 08, 2014 9:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Performance on windows 32 bit vs 64 bit
- Replies: 8
- Views: 4897
Re: [0.11.1] Performance on windows 32 bit vs 64 bit
It would be nice if we get a fix for this soon, as this makes playing the game pretty annoying
I've made some screenshots of the tool Boogieman14 used.
There is nothing in the log files or in the debug stats shown ingame that seems to be affected by this
ss (2014-11-09 at 12.28.45).png
ss ...
I've made some screenshots of the tool Boogieman14 used.
There is nothing in the log files or in the debug stats shown ingame that seems to be affected by this
ss (2014-11-09 at 12.28.45).png
ss ...
- Sat Nov 08, 2014 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] Performance on windows 32 bit vs 64 bit
- Replies: 8
- Views: 4897
Re: [0.11.1] Performance on windows 32 bit vs 64 bit
I'm having the same problem, no idea what might be causing it
- Tue Jun 10, 2014 11:34 am
- Forum: Mods
- Topic: [MOD 0.11.x] Planning-Tool-Mod v0.3.0
- Replies: 22
- Views: 40526
Re: [MOD 0.10.0] Planning-Tool-Mod v0.2.1
Thank you for your quick fix ![Smile :)](./images/smilies/icon_e_smile.gif)
Now i have a request: would it be possible in rectangle mode to have the width and height of the rectangle somewhere?
So that I can read how long the rectangle will be? It sure would help for big ones![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
Now i have a request: would it be possible in rectangle mode to have the width and height of the rectangle somewhere?
So that I can read how long the rectangle will be? It sure would help for big ones
![Smile :)](./images/smilies/icon_e_smile.gif)