Search found 20 matches

by KroshkaRoo
Sat Aug 29, 2020 2:36 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 206985

Re: ModMyFactory - mod manager and more

Great mod manager.
It delete ALL my mods on first start
by KroshkaRoo
Fri Oct 11, 2019 9:34 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28202

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.lua...
by KroshkaRoo
Thu Oct 10, 2019 9:56 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28202

Re: [0.17.x] [Z] Adventure

Hello! Need to update mod for actual version Factorio
by KroshkaRoo
Wed Oct 09, 2019 9:49 am
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

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
by KroshkaRoo
Thu Jun 14, 2018 11:46 am
Forum: Mods
Topic: [MOD 0.15] Manual Inventory Sorting
Replies: 11
Views: 6890

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__/contro...
by KroshkaRoo
Sat Jun 09, 2018 9:14 pm
Forum: Mods
Topic: [MOD 0.15] Tree growth family
Replies: 10
Views: 5157

Re: [MOD 0.15] Tree growth family

Hello.
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)
by KroshkaRoo
Sun Mar 11, 2018 9:58 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 103713

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...
by KroshkaRoo
Fri Dec 29, 2017 8:52 am
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

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
by KroshkaRoo
Wed Dec 27, 2017 7:14 pm
Forum: Modding help
Topic: Neighbours
Replies: 10
Views: 3064

Re: Neighbours

orzelek wrote:For the future when you are not sure whats in property I recommend this:

Code: Select all

log(serpent.block(interesting_thing))
It's really useful for debugging too - especially of raw data on data stage.
This is helpful, thanks!
by KroshkaRoo
Wed Dec 27, 2017 12:36 pm
Forum: Modding help
Topic: Neighbours
Replies: 10
Views: 3064

Re: Neighbours

I found the solution to the problem.
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
Thanks to all! :D
by KroshkaRoo
Wed Dec 27, 2017 11:34 am
Forum: Modding help
Topic: Neighbours
Replies: 10
Views: 3064

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, depending...
by KroshkaRoo
Wed Dec 27, 2017 9:42 am
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

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.
by KroshkaRoo
Fri Aug 04, 2017 6:50 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

Re: [MOD 0.14_0.15] Subterrain

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
My version works with upgrade planer fine too. Try it.
But they replace original underground belts. (But who do they need???)
by KroshkaRoo
Sat Jul 29, 2017 8:28 pm
Forum: Mods
Topic: [MOD 0.15] Tree growth family
Replies: 10
Views: 5157

Re: [MOD 0.15] Tree growth family

ru locale need to be saved in UTF-8 without BOM
by KroshkaRoo
Wed Jul 26, 2017 2:03 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

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 name...
by KroshkaRoo
Tue Jul 11, 2017 4:17 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

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
by KroshkaRoo
Tue Jul 11, 2017 10:54 am
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 9278

Re: [MOD 0.14_0.15] Subterrain

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]
Aaaammmm... This is the Request.
I mean, can you update your vision for 0.15?
by KroshkaRoo
Tue Jul 11, 2017 9:41 am
Forum: Mods
Topic: [MOD 0.15] Tree growth family
Replies: 10
Views: 5157

Re: [MOD 0.15] Tree growth family

Here is right ru locale for Tree Growth Family
https://yadi.sk/d/rUGy6S0T3KwZzp
by KroshkaRoo
Wed Jul 05, 2017 11:36 am
Forum: Mods
Topic: [MOD 0.15] Tree growth family
Replies: 10
Views: 5157

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.

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