Great mod manager.
It delete ALL my mods on first start
Search found 20 matches
- Sat Aug 29, 2020 2:36 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 251366
- Fri Oct 11, 2019 9:34 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 36087
Re: [0.17.x] [Z] Adventure
It has error
Error while running event ZAdventure::on_chunk_generated (ID 12)
__ZAdventure__/control.lua:631: attempt to index field '?' (a nil value)
stack traceback:
__ZAdventure__/control.lua:631: in function 'GetRandomArea'
__ZAdventure__/control.lua:1028: in function <__ZAdventure__/control ...
Error while running event ZAdventure::on_chunk_generated (ID 12)
__ZAdventure__/control.lua:631: attempt to index field '?' (a nil value)
stack traceback:
__ZAdventure__/control.lua:631: in function 'GetRandomArea'
__ZAdventure__/control.lua:1028: in function <__ZAdventure__/control ...
- Thu Oct 10, 2019 9:56 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 36087
Re: [0.17.x] [Z] Adventure
Hello! Need to update mod for actual version Factorio
- Wed Oct 09, 2019 9:49 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.15] Subterrain
Hello!
Here is my version of Subterrain_Modified by namek
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.4.0 for Factorio 0.17: https://yadi.sk/d/gSjCOjuUbSg0Dw
All credits to namek and Gangsir
Here is my version of Subterrain_Modified by namek
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.4.0 for Factorio 0.17: https://yadi.sk/d/gSjCOjuUbSg0Dw
All credits to namek and Gangsir
- Thu Jun 14, 2018 11:46 am
- Forum: Mods
- Topic: [MOD 0.15] Manual Inventory Sorting
- Replies: 11
- Views: 8033
Re: [MOD 0.15] Manual Inventory Sorting
Hello!
Have a CTD from game, if trying to open power armor grid
Error while running event manual-inventory-sort::on_gui_opened (ID 83)
LuaEquipmentGrid doesn't contain key type.
stack traceback:
__manual-inventory-sort__/control.lua:46: in function 'sort_buttons_gui'
__manual-inventory-sort ...
Have a CTD from game, if trying to open power armor grid
Error while running event manual-inventory-sort::on_gui_opened (ID 83)
LuaEquipmentGrid doesn't contain key type.
stack traceback:
__manual-inventory-sort__/control.lua:46: in function 'sort_buttons_gui'
__manual-inventory-sort ...
- Sat Jun 09, 2018 9:14 pm
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6208
Re: [MOD 0.15] Tree growth family
Hello.
I have CTD in game after the mod update
I have CTD in game after the mod update
Code: Select all
Error while running event tree-growth-natural-expansion::on_tick (ID 0)
__tree-growth-natural-expansion__/control/expansion.lua:140: bad argument #1 to 'raise_event' (number expected, got nil)
- Sun Mar 11, 2018 9:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 127534
Re: [MOD 0.16] Bulk Rail Loaders
Crash on loading save game after game update
Error while running on_configuration_changed: LuaEntity API call when LuaEntity was invalid.
stack traceback:
railloader/configchange.lua:30: in function 'task'
railloader/configchange.lua:17: in function 'on_mod_version_changed'
railloader/control.lua:22 ...
Error while running on_configuration_changed: LuaEntity API call when LuaEntity was invalid.
stack traceback:
railloader/configchange.lua:30: in function 'task'
railloader/configchange.lua:17: in function 'on_mod_version_changed'
railloader/control.lua:22 ...
- Fri Dec 29, 2017 8:52 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.15] Subterrain
Here is my version of Subterrain_Modified by namek
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.3.2 for Factorio 0.16: https://yadi.sk/d/d9--Ak-93R5cj9
All credits to namek and Gangsir
Simply replaces standard underground belts and pipes with modified.
Subterrain_modified_0.3.2 for Factorio 0.16: https://yadi.sk/d/d9--Ak-93R5cj9
All credits to namek and Gangsir
- Wed Dec 27, 2017 7:14 pm
- Forum: Modding help
- Topic: Neighbours
- Replies: 10
- Views: 3721
Re: Neighbours
This is helpful, thanks!orzelek wrote:For the future when you are not sure whats in property I recommend this:It's really useful for debugging too - especially of raw data on data stage.Code: Select all
log(serpent.block(interesting_thing))
- Wed Dec 27, 2017 12:36 pm
- Forum: Modding help
- Topic: Neighbours
- Replies: 10
- Views: 3721
Re: Neighbours
I found the solution to the problem.
Just a table with coordinates placed in another table.
The solution looks like this:
Thanks to all! 
Just a table with coordinates placed in another table.
The solution looks like this:
Code: Select all
local otherPipe = entity.neighbours[1][1] or nil

- Wed Dec 27, 2017 11:34 am
- Forum: Modding help
- Topic: Neighbours
- Replies: 10
- Views: 3721
Re: Neighbours
Hello.
I have a question about this same subject.
There is a mod, Subterrain_modified. Its main feature is long underground conveyors and pipes. Moreover, during construction, the distance between the entrance and the exit is calculated, and the necessary number of conveyor belts or pipes ...
I have a question about this same subject.
There is a mod, Subterrain_modified. Its main feature is long underground conveyors and pipes. Moreover, during construction, the distance between the entrance and the exit is calculated, and the necessary number of conveyor belts or pipes ...
- Wed Dec 27, 2017 9:42 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.15] Subterrain
Hello there!
Need update to 0.16.
I have a trouble with underground pipes. They not recognize correct second part.
Need update to 0.16.
I have a trouble with underground pipes. They not recognize correct second part.
- Fri Aug 04, 2017 6:50 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.14_0.15] Subterrain
My version works with upgrade planer fine too. Try it.jimmiles wrote:The discussion here viewtopic.php?f=92&t=14781&p=300601&hil ... in#p300597 may help you chase down a bug.
Love the mod!
-Jim
But they replace original underground belts. (But who do they need???)
- Sat Jul 29, 2017 8:28 pm
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6208
Re: [MOD 0.15] Tree growth family
ru locale need to be saved in UTF-8 without BOM
- Wed Jul 26, 2017 2:03 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.14_0.15] Subterrain
It seems like I fix auto-build and auto-deconstruction of underground belts by drones or by BlueBuild. And now it shows how many more things are needed, if construction fails.
Subterrain_modified_0.2.2 for Factorio 0.15: https://yadi.sk/d/Z3T1YKGI3LRsSo
Works perfect for my game.
All credits to ...
Subterrain_modified_0.2.2 for Factorio 0.15: https://yadi.sk/d/Z3T1YKGI3LRsSo
Works perfect for my game.
All credits to ...
- Tue Jul 11, 2017 4:17 pm
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.14_0.15] Subterrain
I killed some time for this. But!
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
This is it. What I would like to see in the game. Subterrain_modified_0.1.1 for Factorio 0.15: https://yadi.sk/d/kk2kspIW3KxP3t
Works perfect for my game.
All credits to namek and Gangsir
- Tue Jul 11, 2017 10:54 am
- Forum: Mods
- Topic: [MOD 0.15] Subterrain
- Replies: 20
- Views: 11118
Re: [MOD 0.14_0.15] Subterrain
Aaaammmm... This is the Request.namek wrote: But I'll make many or easily customizable to satisfy most people. Not Compatible with 0.15 until 0.15 becomes stable, unless someone really needs it, I'll make it upon request.[/i]
I mean, can you update your vision for 0.15?
- Tue Jul 11, 2017 9:41 am
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6208
Re: [MOD 0.15] Tree growth family
Here is right ru locale for Tree Growth Family
https://yadi.sk/d/rUGy6S0T3KwZzp
https://yadi.sk/d/rUGy6S0T3KwZzp
- Wed Jul 05, 2017 11:37 am
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6208
- Wed Jul 05, 2017 11:36 am
- Forum: Mods
- Topic: [MOD 0.15] Tree growth family
- Replies: 10
- Views: 6208
Re: [MOD 0.15] Tree growth family
Hello!
Need to add locale for "Tree growth: Scaled trees."
I make two for my game, en and ru.
I can also translate other Tree Growth mods on Russian.
Need to add locale for "Tree growth: Scaled trees."
I make two for my game, en and ru.
I can also translate other Tree Growth mods on Russian.