Search found 55 matches
- Mon Dec 07, 2020 4:33 pm
- Forum: Technical Help
- Topic: [1.1.5] Error Attempt to call field 'add_remote_interface' (a nil value)
- Replies: 4
- Views: 1737
Re: [1.1.5] Error Attempt to call field 'add_remote_interface' (a nil value)
It worked like a charm! Thanks for the quick fix Klonan.
- Mon Dec 07, 2020 4:01 am
- Forum: Technical Help
- Topic: [1.1.5] Error Attempt to call field 'add_remote_interface' (a nil value)
- Replies: 4
- Views: 1737
Re: I'm getting error when I try to load a save.
Sorry, I meant to post on the bug report thread and ended up double posting. If you care to delete this thread, I'd appreciate it.
- Mon Dec 07, 2020 3:28 am
- Forum: Technical Help
- Topic: [1.1.5] Error Attempt to call field 'add_remote_interface' (a nil value)
- Replies: 4
- Views: 1737
[1.1.5] Error Attempt to call field 'add_remote_interface' (a nil value)
...Data/Roaming/Factorio/temp/currently-playing/control.lua:46: attempt to call field 'add_remote_interface' (a nil value) stack traceback: ...Data/Roaming/Factorio/temp/currently-playing/control.lua:46: in main chunk I'm getting this error when I try to load a save. This save was upgraded from 0.1...
- Sat Jul 06, 2019 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crashed when dragging a train station in the locomotive schedule GUI.
- Replies: 5
- Views: 3768
Re: [0.17.54] Crashed when dragging a train station in the locomotive schedule GUI.
Same thing happened to me. CTD whenever a station is dragged on the train schedule.
The old method of adding and deleting still works though.
The old method of adding and deleting still works though.
- Wed Jun 19, 2019 1:43 pm
- Forum: General discussion
- Topic: [Poll] 0.17 Quickbar
- Replies: 34
- Views: 10898
Re: [Poll] 0.17 Quickbar
Yeah, I'm also not a fan of the new quickbar. Back in .16 items were on the quickbar by default, there was no need to actually assign an item. I don't really feel the will to micro-manage 10 quickbars when I have a factory to build.
- Fri Apr 05, 2019 7:43 pm
- Forum: Gameplay Help
- Topic: Trains direction paths 0.17
- Replies: 4
- Views: 1517
Re: Trains direction paths 0.17
Durp, I was missing a twin signal at the exit of the station. Nevermind.
New question, can this thread be deleted?
New question, can this thread be deleted?
- Fri Apr 05, 2019 6:31 pm
- Forum: Gameplay Help
- Topic: Trains direction paths 0.17
- Replies: 4
- Views: 1517
Trains direction paths 0.17
I usually do top&tail trains because it feel more real. However my infrastructure is redundant. For some odd reason it seems my trains prefer to go and do gian loops around the map then to simply reverse direction and head back the way they were design to do. Is this a feature of .17? Any guesse...
- Tue Mar 26, 2019 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Error when updating from in-game
- Replies: 1
- Views: 2213
[0.17.x] Error when updating from in-game
"unknow error: System could not find the specified path."
Could it be the special character "Γ©" on the system path?
Could it be the special character "Γ©" on the system path?
- Sun Jun 03, 2018 8:17 pm
- Forum: Pending
- Topic: [0.16.17] Unexpected Error message
- Replies: 1
- Views: 1041
[0.16.17] Unexpected Error message
CTD when trying to load the save beneath.
- Tue Apr 24, 2018 10:51 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 651487
Re: pY Coal Processing - Discussion
I've been playing an older version of this mod (v. 1.0.2) and finding it awesome. I've gone to bed way too late frustrated at the game because I have too much of something and not enough of something else :lol: Thanks! PS. I'm playing the older version because I don't like to keep creating new maps ...
- Tue Jan 23, 2018 4:44 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 45244
Re: Friday Facts #226 - New mod portal & other news
Calmer FF after the past weeks of rush, eh?
To help you relax, here's a couple of inspirational videos:
Belts, lots of belts!
Robots and Belts working together
Inserters are Robots too!
To help you relax, here's a couple of inspirational videos:
Belts, lots of belts!
Robots and Belts working together
Inserters are Robots too!
- Fri Jan 05, 2018 10:02 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 388104
Re: Friday Facts #224 - Bots versus belts
Glad you're finally reaching the same conclusion I've reached a couple years ago: bots take away the fun of building and managing your factory. As soon as you have them available (and most players go straight towards it) together with the ability to do blueprints, that's it. The game becomes a copy-...
- Sun Jul 30, 2017 3:16 pm
- Forum: Technical Help
- Topic: Deleting/pruning chunks from an existing save?
- Replies: 5
- Views: 5356
Re: Deleting/pruning chunks from an existing save?
*Bump*
Did you ever found out a solution for this? I'm trying to do the same thing and see if I can have the Alien Biome mod redraw the surface on an already developed save.
Did you ever found out a solution for this? I'm trying to do the same thing and see if I can have the Alien Biome mod redraw the surface on an already developed save.
- Wed Jun 14, 2017 4:54 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 138481
Re: [MOD 0.14] Alien Biomes
I was wondering, ir there a command to regenerate the biomes into an already generated map?
- Wed May 17, 2017 2:24 am
- Forum: Resource Spawner Overhaul
- Topic: Best way to increase density of ore on existing save
- Replies: 7
- Views: 6412
Re: Best way to increase density of ore on existing save
You would have to regenerate. Once ore is "on the map", it is on "on the map". I thought so and it seemed that way. However with 0.15, the uranium ore was generated on older maps, appearing everywhere, even on already developed tiles. This leads me to believe there might be ways...
- Tue May 16, 2017 4:14 pm
- Forum: Resource Spawner Overhaul
- Topic: Best way to increase density of ore on existing save
- Replies: 7
- Views: 6412
Re: Best way to increase density of ore on existing save
You would have to regenerate. Once ore is "on the map", it is on "on the map". I thought so and it seemed that way. However with 0.15, the uranium ore was generated on older maps, appearing everywhere, even on already developed tiles. This leads me to believe there might be ways...
- Mon May 15, 2017 5:39 pm
- Forum: Resource Spawner Overhaul
- Topic: Best way to increase density of ore on existing save
- Replies: 7
- Views: 6412
Re: Best way to increase density of ore on existing save
Interesting question. I also have a map I'm continuing from a friend's save however he has set the stone deposits to be very small. I have been wandering how could I edit that preset. On a different note, i've also uninstalled RSO and it would be nice to regenerate resources.
- Mon May 15, 2017 3:42 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 138481
Re: [MOD 0.14] Alien Biomes
So i've removed the requirement for the Water Fix Mod. I quite like the original water. Hope you don't mind
- Fri May 12, 2017 4:38 pm
- Forum: Mods
- Topic: [0.11.22] Recycling Plant
- Replies: 33
- Views: 46979
Re: [0.11.22] Recycling Plant
Nothing fancy. I've brought this mod up to compatibility with 0.14.
Will be working on a 0.15 update soon.
Please give some feedback.
Will be working on a 0.15 update soon.
Please give some feedback.
- Wed May 03, 2017 3:10 pm
- Forum: Translations
- Topic: Portuguese Translation (PT-PT)
- Replies: 12
- Views: 16605
Re: Portuguese Translation (PT-PT)
Between yesterday and today I've completed the core.ini file and also made some corrections for consistency within the file and base.ini totaling 1193 strings.
Hopefully the devs will pick this up and publish the updates on the next release!
Hopefully the devs will pick this up and publish the updates on the next release!