Search found 3157 matches
- 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.
- 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
- 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.
- 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...
- 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 ...
- 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.
- 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.
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.
- 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...
- 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
As I stated in the first post, no it does not persist.posila wrote:@Bilka: Does that problem persist if you restart the game?
- 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...
- 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....
- 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...
- 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.
- 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.
- 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.
- 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 = ...
- 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...
- 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...
- 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.
- 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...