Search found 16 matches
- Sun Jul 10, 2022 10:31 pm
- Forum: Ideas and Suggestions
- Topic: The "Record replay" checkbox should be more obvious / Enable Record on/off at any Time in Game
- Replies: 5
- Views: 1342
The "Record replay" checkbox should be more obvious / Enable Record on/off at any Time in Game
TL;DR The "Record replay" checkbox should be in a more obvious spot. What ? The "Record replay" option should be placed either somewhere on the left of the New Game screen, somewhere in the map generation settings, or even as an additional Yes/No prompt when hitting play, like &...
- Tue Mar 05, 2019 12:48 am
- Forum: Not a bug
- Topic: [0.17.5] Offshore pumps produce no water and boilers don't take any
- Replies: 2
- Views: 682
[0.17.5] Offshore pumps produce no water and boilers don't take any
https://imgur.com/a/e20b0nC ^ Screenshots I loaded my save after updating to 0.17.5 today, only to realize that offshore pumps seemingly aren't producing any water, no matter where I place them. It always says "0.0" for its output, though oddly enough pipes connected to it seem to contain ...
- Wed Jan 10, 2018 6:01 am
- Forum: Not a bug
- Topic: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
- Replies: 8
- Views: 2542
Re: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
Well, it's mounted as root and you (as non-root) have read-only permissions to it. It's more suspicious that it ever worked. It had read-only permissions? That's odd, I've been using this card for at least 6 months now and I've been able to run multiple games and use it like it was my laptop's disk...
- Sat Jan 06, 2018 2:04 am
- Forum: Not a bug
- Topic: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
- Replies: 8
- Views: 2542
Re: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
I recently got a new hard drive which I intended to format to ext4, and created a world in 0.16 seems to work on it!
So I guess the problem was the filesystem. Though it confuses me why 0.16 couldn't create a world on exFAT but 0.15 could, I'm glad I was able to resolve it.
So I guess the problem was the filesystem. Though it confuses me why 0.16 couldn't create a world on exFAT but 0.15 could, I'm glad I was able to resolve it.
- Fri Dec 15, 2017 4:48 pm
- Forum: Not a bug
- Topic: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
- Replies: 8
- Views: 2542
Re: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
Thanks for the information. Do you know if the SD card is formatted as FAT or NTFS? Also, could you show the output of `ls -l /media/seth/Games/factorio-0.16`? The SD card is formatted as exFAT; here's the output of that command: (trusty)seth@localhost:~$ ls -l /media/seth/Games/factorio-0.16 total...
- Thu Dec 14, 2017 8:31 pm
- Forum: Not a bug
- Topic: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
- Replies: 8
- Views: 2542
Re: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
Hi. Is /media/seth/Games located on some kind of a network share or something? Could you post the output of the `mount` command? (Just `mount`, no arguments.) Thanks for replying! /media/seth/ is where my SD card is mounted currently. `mount` command output: /dev/mmcblk0p1 on / type ext4 (rw,noatim...
- Thu Dec 14, 2017 2:27 am
- Forum: Not a bug
- Topic: [Oxyd][0.16.1] Filesystem errorwhen generating a new world.
- Replies: 8
- Views: 2542
[Oxyd][0.16.1] Filesystem errorwhen generating a new world.
Hi! I downloaded 0.16.1 to try it out today and I can't seem to start a new world at all. Each time I click "Generate" it stalls for a couple seconds and gives me this notice: filesystem error: copy_file "/media/seth/Games/factorio-0.16/temp/currently-playing/level.dat" to "...
- Mon Oct 16, 2017 2:27 am
- Forum: Technical Help
- Topic: [15.36 Vanilla] Sprites Flickering White
- Replies: 4
- Views: 1496
Re: [15.36 Vanilla] Sprites Flickering White
Thanks so much, this worked perfectly!Loewchen wrote:Try reducing the texture size to 4096 (you can see the setting in your screenshot).
If that does not do it, it might help to diagnose if you could capture the flicker in a screenshot or gif.
- Sat Oct 14, 2017 11:21 pm
- Forum: Technical Help
- Topic: [15.36 Vanilla] Sprites Flickering White
- Replies: 4
- Views: 1496
Re: [Factorio 0.15.36 -- Vanilla] Sprites Flickering White
Very sorry about that; editing my post nowLoewchen wrote:52433
- Sat Oct 14, 2017 9:33 pm
- Forum: Technical Help
- Topic: [15.36 Vanilla] Sprites Flickering White
- Replies: 4
- Views: 1496
[15.36 Vanilla] Sprites Flickering White
Re-posted this from reddit (https://www.reddit.com/r/factorio/comments/76eqpl/sprites_flashing_white_factorio_01536_bug/) per a mod's suggestion: Specs: Intel Celeron 2 GHz (2 cores) 64-bit Ubuntu 14.04 4GB RAM (Edited my post to include more information): Nothing in particular really causes this gl...
- Tue Jan 31, 2017 1:46 pm
- Forum: Modding help
- Topic: Need some advice/tips for making my first mod
- Replies: 8
- Views: 2204
Re: Need some advice/tips for making my first mod
Custom power sources are complicated. There is no simple way to define them, you need to do most of the work in a Lua script. data.lua: Define 2 entities. One with type="accumulator", one with type="container". control.lua: on_built_entity, on_robot_built_entity: If the item is ...
- Sun Jan 29, 2017 11:38 pm
- Forum: Modding help
- Topic: Need some advice/tips for making my first mod
- Replies: 8
- Views: 2204
Re: Need some advice/tips for making my first mod
The "electric-energy-interface" type entity can produce or consume power at demand with any of it's energy properties being adjustable runtime through the Lua API: http://lua-api.factorio.com/latest/LuaEntity.html#LuaEntity.power_production Thanks for the link! I'm understanding it a bit ...
- Sun Jan 29, 2017 4:29 am
- Forum: Modding help
- Topic: Need some advice/tips for making my first mod
- Replies: 8
- Views: 2204
Need some advice/tips for making my first mod
I'm making a battery mod as my first mod, just to get used to modding. I want entities that use electricity (such as electric mining drills) to be able use batteries, like burner items use fuel/coal/wood. The general idea is to have a 1x1 machine that you put batteries in which would have tiers like...
- Mon Jan 23, 2017 8:02 pm
- Forum: Modding help
- Topic: Requiring items/fluid from another mod?
- Replies: 5
- Views: 1511
Re: Requiring items/fluid from another mod?
In info.json add the line "dependencies": ["RequiredMod >= 1.2.3"] After that you can refer to any item in the mod as if it was in base mod. I've put this in the info.json, so it looks like this now: { "name": "BeakerMod", "version": "0.1.0&quo...
- Mon Jan 23, 2017 7:35 am
- Forum: Modding help
- Topic: Requiring items/fluid from another mod?
- Replies: 5
- Views: 1511
Re: Requiring items/fluid from another mod?
Even so, I want still to make beakers, so I'd still like to know if there's a way to use items from other mods.steinio wrote:Bob"s has glas already implemented.
- Mon Jan 23, 2017 4:32 am
- Forum: Modding help
- Topic: Requiring items/fluid from another mod?
- Replies: 5
- Views: 1511
Requiring items/fluid from another mod?
I wanted to make a simple mod that would add glass, and then another mod that would add beakers, so that beakers would be used in science packs. I'm making it just so I can kind of get used to making mods. I decided I would use the silicone and oxygen items from the Bob's Intermediates mod so it wou...