Search found 3157 matches

by Bilka
Fri Jun 09, 2017 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [15.18] Crash on deleting big power pole
Replies: 8
Views: 2775

Re: [15.18] Game crashes on deleting big power pole

Portals_0.2.5 shouldn't be it, I don't mess with power poles in any way or sense.
by Bilka
Sun Jun 04, 2017 7:56 pm
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 23710

Re: [MOD 0.14 + 0.15] Portals

Alright, version 0.2.5 is done. I was sadly unable to add the gels in a way that wasn't incredibly unintuitive. I was however able to add combustible lemons. So have fun with the lemons that life gives you :)
by Bilka
Sun May 28, 2017 3:32 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.15.16]Factorio tries to create display too often
Replies: 3
Views: 1662

Re: [0.15.16][posila] Factorio tries to create display too often

Another problem with this is that the windows takes the focus whenever it is recreated, so using your PC while this is happening is neigh impossible unless you have multiple monitors.
by Bilka
Sun May 28, 2017 2:14 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.15.16]Factorio tries to create display too often
Replies: 3
Views: 1662

[posila][0.15.16]Factorio tries to create display too often

My graphics driver is broken in some way which makes most games not start. When I tried to open Factorio it tried to create the window, which failed because of my broken drivers. The actual bug is that for some reason the game then tried to create the display over and over and over and over again, f...
by Bilka
Sat May 27, 2017 9:28 am
Forum: Wiki Talk
Topic: Which version is the wiki supposed to be about
Replies: 18
Views: 10256

Re: Which version is the wiki supposed to be about

The wiki is currently being updated to the experimental version. All recipes and technology costs have already been updated. This means that only the text on the pages still needs to be updated. Further info about this topic can be found on the Editor noticeboard which is linked in the announcement ...
by Bilka
Thu May 25, 2017 9:12 am
Forum: Not a bug
Topic: [0.15.13] Unecessary automatic reload after toggling mod
Replies: 1
Views: 686

[0.15.13] Unecessary automatic reload after toggling mod

If you have a mod that only has a control.lua and a info.json file and you toggle it in the mod menu the game still restarts although that is not necessary for mods that do not change prototypes.
by Bilka
Fri May 19, 2017 10:08 am
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 23710

Re: [MOD 0.14 + 0.15] Portals

Alright, I fixed the bug, the newest version is currently version 0.2.3.

Currently known issues: The portal shows the researched lab research speed bonus. This willl be fixed by a major overhaul that will also add better sounds, propulsion gel, and repulsion gel.
by Bilka
Fri May 19, 2017 6:37 am
Forum: Mods
Topic: [MOD 0.16 - 1.1] Portals
Replies: 46
Views: 23710

Re: [MOD 0.14 + 0.15] Portals

Thanks for the bug report, I'll release a fix today. Darn devs didn't document the change.... I have had problems with getting into the portal before, though I thought it had to do with how often I check if someone is on a portal. I find that making the portal bigger would be kind of weird because i...
by Bilka
Thu May 18, 2017 9:29 pm
Forum: 1 / 0 magic
Topic: [0.15.11] k not shown after fluid numbers
Replies: 4
Views: 2004

Re: [0.15.11] k not shown after fluid numbers

posila wrote:@Bilka: Does that problem persist if you restart the game?
As I stated in the first post, no it does not persist.
by Bilka
Thu May 18, 2017 9:46 am
Forum: 1 / 0 magic
Topic: [0.15.11] k not shown after fluid numbers
Replies: 4
Views: 2004

Re: [0.15.11] k not shown after fluid numbers

I first looked at the tank in another save game using the map view zoom in, thought I had my pump set up wrong, then quit that map, loaded this one and the issue was still there. I have alt-tabbed, but only to a window on the other monitor, so Factorio was still on my monitor. The alt-tabbing was do...
by Bilka
Thu May 18, 2017 8:26 am
Forum: 1 / 0 magic
Topic: [0.15.11] k not shown after fluid numbers
Replies: 4
Views: 2004

[0.15.11] k not shown after fluid numbers

The k after high fluid numbers was not shown, instead there was an empty space, see pictures. Fixed after game restart. http://i.imgur.com/fp8FAeJ.jpg Pump disabled http://i.imgur.com/kIgar9D.jpg Pump has < 10k condition -> proof that the number on the tank should be 10k. http://i.imgur.com/MXCqAMD....
by Bilka
Thu May 18, 2017 8:19 am
Forum: Wiki Talk
Topic: some "Total Raw" numbers are wrong on the wiki
Replies: 3
Views: 4652

Re: some "Total Raw" numbers are wrong on the wiki

Some of the total-raw numbers were indeed wrong for example rocket control units, the data I base my sricpt on was fixed and I updated the infoboxes. In-game, Plastic is not broken down in total-raw because it cannot be handcrafted. Since the infobox is kept as close as possible to the game info, th...
by Bilka
Sat May 13, 2017 4:33 pm
Forum: Modding help
Topic: [15.10] on_robot_mined_entity event doesn't always trigger
Replies: 10
Views: 3641

Re: [15.10] on_robot_mined_entity event doesn't always trigger

Just print something that always changes, such as game.tick.
by Bilka
Sat May 13, 2017 9:58 am
Forum: Technical Help
Topic: [0.15.8] Crash when entering a car
Replies: 2
Views: 847

Re: [0.15.8] Crash when entering a car

Update your game, this was fixed in 0.15.9, 0.15.10 is the newest version.
by Bilka
Fri May 05, 2017 11:33 am
Forum: Modding help
Topic: How to make lab entity work indefinitely
Replies: 3
Views: 994

Re: How to make lab entity work indefinitely

So the lab won't work... Are there any entities that can can have an idle_sound? I think I could try belts, but I'm wondering if there is maybe something better for that.
by Bilka
Fri May 05, 2017 9:50 am
Forum: Modding help
Topic: How to make lab entity work indefinitely
Replies: 3
Views: 994

How to make lab entity work indefinitely

I'm using a lab type entity in my mod. I'd like it to have an idle sound, however this idle_sound = { filename = "__Portals__/sounds/portal_ambient_loop1.ogg", volume = 0.4 }, and this working_sound = { sound = { filename = "__Portals__/sounds/portal_ambient_loop1.ogg", volume = ...
by Bilka
Fri Apr 28, 2017 9:39 am
Forum: Wiki Talk
Topic: How to: Contribute to the wiki
Replies: 0
Views: 6764

How to: Contribute to the wiki

Request an account. Account requests are handled rather quickly, usually your account will be created within a few days if you confirm your email address. Important things to know for editing the wiki: The rules - Will be enforced The editor noticeboard - Current projects The MediaWiki help pages P...
by Bilka
Wed Apr 26, 2017 5:56 pm
Forum: Technical Help
Topic: 15.1 high res sprites do not display
Replies: 13
Views: 4899

Re: 15.1 high res sprites do not display

The wiki says Factorio keeps log files in the Application Directory, that is next to the saves and mods directories. on https://wiki.factorio.com/Log_File Now on application directory it mentions the location of the mod and saves directory as The user data directory is where personal files are store...
by Bilka
Tue Apr 25, 2017 12:44 pm
Forum: Technical Help
Topic: [LOCK ME] [SOLVED] v0.15 refuses to work
Replies: 8
Views: 3569

Re: [URGENT] v0.15 refuses to work

Try to use 0.15.1, it solves this issue.
by Bilka
Sun Apr 23, 2017 3:33 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 116111

Re: The Ctrl+V Game

I'm actually curious: <noinclude> == Usage == <pre> {{imagelink|icon|link|caption}} 1. {{imagelink|rocket|Rocket}} 2. {{imagelink|basic-splitter|Transport network#Basic splitter|Basic splitter}} </pre> The template automatically translates the link if no caption is provided and the page is not in En...

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