Search found 30 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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?
- 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...
- 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....
- 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?
- 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...
- 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...
- 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...
- 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.
- 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...
- 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
Thanks Bob, I did not know that.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.
- 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...
- 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...
- 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 ...
- 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.