Search found 55 matches

by FlyHigh
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.
by FlyHigh
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.
by FlyHigh
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...
by FlyHigh
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.
by FlyHigh
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.
by FlyHigh
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? :lol:
by FlyHigh
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...
by FlyHigh
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?
by FlyHigh
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.
by FlyHigh
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 ...
by FlyHigh
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!
by FlyHigh
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-...
by FlyHigh
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.
by FlyHigh
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?
by FlyHigh
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...
by FlyHigh
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...
by FlyHigh
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.
by FlyHigh
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 ;)
by FlyHigh
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.
by FlyHigh
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!

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