Search found 30 matches

by Kormer
Tue Jul 16, 2019 5:58 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 27195

Re: Version 0.17.56

Just adding my two cents. I haven't played Factorio in a few years, mainly because I realized I wasn't going to achieve a goal of a nearly 100% railworld. In that time I've been gradually clearing out a backlog of many other games I've wanted to play, knowing that someday some bright modder would fi...
by Kormer
Mon Jul 03, 2017 7:00 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 428705

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

I'm getting an error when trying to load a save game. The save itself is 360MB, so I'm not sure I can upload it to the forums. Have you seen this error? Anything else that would help you track it down? "Attempt to remote call outside of an event. Stack Traceback: __creative-mode__/control.lua:7...
by Kormer
Sun Jun 04, 2017 8:19 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 320714

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2

I made something mildly interesting that is likely to cause more problems than it's worth. What you do is chain all the outputs from your depot stations together and feed it into the red wire on the left. The circuitry is checking for the existence of a cargo wagon, and if one exists, it counts back...
by Kormer
Sun Jun 04, 2017 2:41 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 392048

Re: [0.15.x] Bob's Mods: General Discussion

I'm not sure if this has been reported before or not, but in Bob's Logistics Mod there is a bug with the logistic zone interface. If an item exists only inside of requester chests, then it doesn't appear in the circuit readout. In addition, if an item is in a storage or passive chest, those are coun...
by Kormer
Fri Jun 02, 2017 5:40 pm
Forum: Technical Help
Topic: UPS problems in large base.
Replies: 13
Views: 7100

Re: UPS problems in large base.

I'd like to see if something like marathon mod automated could be modified to make all stack sizes 1/10th size, recipes 10x longer, bots/belts/inserters 1/10th speed, etc. What you'd be looking at is the same throughput in old units, but requiring 1/10th the assemblers/bots/inserters. By changing th...
by Kormer
Sun May 28, 2017 7:02 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 428705

Re: [MOD 0.15.13+] Creative Mode 0.3.6 - Creator magic pattern

I'm trying to disable pollution in my game to optimize UPS. If I open up Cheats>Game Settings, pollution is set to off, but I definitely still have pollution when I look at the map. Additionally, if I click the On/Off button, it never turns on either.
by Kormer
Fri May 26, 2017 5:38 pm
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 203108

Re: Chunk-aligned modular railway system with LTN Stations

What's the benefit of being "chunk-aligned"? I'm familiar with minecraft chunks where especially with mods, weird stuff happens with multi-block structures straddling a chunk boundary on occasion. Is there anything similar in the factorio world where keeping everything on a chunk matters?
by Kormer
Thu May 25, 2017 12:59 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 320714

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.8

I'm having a problem with fluid wagons where they will leave an unloading station with a tiny fraction of fluid still remaining in them. More issue can be found at the bug report link below, but it looks like the solution is to use the empty condition rather than fluid == 0. https://forums.factorio...
by Kormer
Thu May 25, 2017 2:49 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 320714

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.8

I'm having a problem with fluid wagons where they will leave an unloading station with a tiny fraction of fluid still remaining in them. More issue can be found at the bug report link below, but it looks like the solution is to use the empty condition rather than fluid == 0. https://forums.factorio....
by Kormer
Fri May 12, 2017 4:48 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178023

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

Can someone tell me what the Unlinked Block and Computing by Factory options do?
by Kormer
Wed May 10, 2017 9:25 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24158

Re: What should I do with science packs?

I'd like to keep the vanilla science packs with possibly slightly altered recipes and have one more Bob's only science pack to bring us up to an even eight packs. As for the debate of buildings in packs, before you could go the entire game even in Bob's without ever automating assembly machine prod...
by Kormer
Wed May 10, 2017 3:26 pm
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 24158

Re: What should I do with science packs?

I'd like to keep the vanilla science packs with possibly slightly altered recipes and have one more Bob's only science pack to bring us up to an even eight packs. As for the debate of buildings in packs, before you could go the entire game even in Bob's without ever automating assembly machine produ...
by Kormer
Tue May 02, 2017 1:17 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 392048

Re: [0.15.x] Bob's Mods: General Discussion

Hello, 0.15.6 just came out and broke your greenhouse mod: http://i.imgur.com/GL02V1A.png Adding the line fuel_category = "chemical", to the seedling entry in prototypes\items.lua fixed the issue for me. The full corrected items.lua is in the code below. data:extend( { { type = "item...
by Kormer
Tue Jan 17, 2017 2:04 am
Forum: Modding help
Topic: Any methods for dynamic production modifiers?
Replies: 5
Views: 1997

Re: Any methods for dynamic production modifiers?

Ok that's what I figured. Thanks for the info though and I can't wait to see what's possible in the next updates.
by Kormer
Tue Jan 17, 2017 1:35 am
Forum: Modding help
Topic: Any methods for dynamic production modifiers?
Replies: 5
Views: 1997

Any methods for dynamic production modifiers?

I'm working on a mod where the player would be given a bonus for transporting items via train. The first part, measuring the amount of stuff moved via train in a given time has been worked out to a degree that I'm confident it'll work. The second part I'm having some issues with. "Bonus" h...
by Kormer
Wed Dec 21, 2016 2:06 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 82665

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

bobingabout wrote:Simple terms.... Fluids don't count. The limit appears to only apply to items.

So where you have 3, it's Seedlings, Fertiliser and Water, Water is a fluid and doesn't count to the limit, hence that's 2 items.
Thanks Bob, I did not know that.
by Kormer
Tue Dec 20, 2016 10:02 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 82665

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

I'm working on a tool that ties in with other mods and I've hit upon something odd here in the Greenhouse mod. When I peak at the data.raw for the bob-greenhouse assembler, I get back an ingredient count of 2. This seems at odds because the bob-advanced-greenhouse-cycle recipe has three inputs, so i...
by Kormer
Sun Dec 18, 2016 10:37 pm
Forum: Mods
Topic: [MOD 0.14] Data Raw Prototypes
Replies: 13
Views: 11241

Re: [MOD 0.14] Data Raw Prototypes

I have a ton of mods. It isn't really that big a deal because I'm only loading the mod temporarily to dump stuff out to files for further processing. { "mods": [ { "name": "base", "enabled": "true" }, { "name": "FactorioMaps", &qu...
by Kormer
Tue Dec 13, 2016 2:39 am
Forum: Mods
Topic: [MOD 0.14] Data Raw Prototypes
Replies: 13
Views: 11241

Re: [MOD 0.14] Data Raw Prototypes

I'm getting an error from this mod. It's not a big deal since I only have it toggled on when I'm collecting dictionaries for another mod. This is after opening the game and running it immediately. It only happens if this mod is enabled, however I have a large number of mods installed so it could be ...
by Kormer
Fri Dec 09, 2016 8:44 pm
Forum: Modding help
Topic: Export all loaded recipes
Replies: 3
Views: 7559

Re: Export all loaded recipes

I've updated this code to also export technologies and confirmed it still works on 0.14.

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