damn! a missed a stupid thing: the version! ahahahah lol, thx man!Choumiko wrote:You are using 0.11.10 but FARL requires 0.11.11. That's all you're doing wrong![]()
Search found 30 matches
- Wed Feb 18, 2015 5:10 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 186669
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
- Wed Feb 18, 2015 1:32 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 186669
Re: [0.11.11+] FARL 0.1.7 (Rail Layer)
Hi guys, i'm really enjoying this mod but.... of course i'm committing a mistake.
When i start FARL following the basic instructions in the 1st post and i have to make a turn, FARL won't correctly place the straight rail after the curved rail placed immediatly before.
All settings for FARL are set ...
When i start FARL following the basic instructions in the 1st post and i have to make a turn, FARL won't correctly place the straight rail after the curved rail placed immediatly before.
All settings for FARL are set ...
- Thu Feb 12, 2015 5:45 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 191272
Re: [MOD 0.11.X] Air Filtering
Hi Schorty!
Thx for your reply and i'm sorry for my delay :oops:
So... I really cant figure it out the reason why now it works. I'll let this image try to explain :mrgreen:
This is the setup i've forced to use:
http://prntscr.com/648v92
And this one is my 1.000 time i tried the setup in ...
Thx for your reply and i'm sorry for my delay :oops:
So... I really cant figure it out the reason why now it works. I'll let this image try to explain :mrgreen:
This is the setup i've forced to use:
http://prntscr.com/648v92
And this one is my 1.000 time i tried the setup in ...
- Fri Feb 06, 2015 11:48 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 191272
Re: [MOD 0.11.X] Air Filtering
Hi and thx for the reply 
I put an assembly machine 2 and not the 3rd one. This could not be the problem. I'll try and then come back here.
For the speed, i increased the required energy from 100 to 200. It's not so bad for me.

I put an assembly machine 2 and not the 3rd one. This could not be the problem. I'll try and then come back here.
For the speed, i increased the required energy from 100 to 200. It's not so bad for me.
- Tue Feb 03, 2015 3:05 am
- Forum: Mods
- Topic: [MOD 0.18.X] Air Filtering
- Replies: 134
- Views: 191272
Re: [MOD 0.11.X] Air Filtering
Hi everyone!
I downloaded the mod and it nicely works. But i encoured a "bug".
My setup is an air filtering machine with an assembly machine next to it to automate the process of recycling filters. So i realized that the insertes won't put recycled filter into the air filtering machine in any way ...
I downloaded the mod and it nicely works. But i encoured a "bug".
My setup is an air filtering machine with an assembly machine next to it to automate the process of recycling filters. So i realized that the insertes won't put recycled filter into the air filtering machine in any way ...
- Sun Feb 01, 2015 11:16 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 22943
Re: [MOD 0.10.5+] Moar Inserters! v1.2
SuperSandro2000, fisrt, i read 0.10.5+ so i supposed it was 0.11 compatible too
; second, i wont update now, i prefer continue and finish this version at the moment
Third, may you suggest one? It seems i can't find a similar one.
Thanks for the reply.


Thanks for the reply.
- Fri Jan 30, 2015 9:33 pm
- Forum: Mods
- Topic: [MOD 0.10.5+] Moar Inserters! v1.2
- Replies: 25
- Views: 22943
Re: [MOD 0.10.5+] Moar Inserters! v1.2
Hello everyone!
I found a bug (at least, it won't work for me): the <<Smart Long Inserter>> remain stuck and doesn't operate in any way.
Basic inserters seems to work and also the fast ones (not sure, i still did not test them).
I'm on 0.11.10 experimental version.
Am i doing something wrong ...
I found a bug (at least, it won't work for me): the <<Smart Long Inserter>> remain stuck and doesn't operate in any way.
Basic inserters seems to work and also the fast ones (not sure, i still did not test them).
I'm on 0.11.10 experimental version.
Am i doing something wrong ...
- Fri Jan 30, 2015 2:10 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 389124
Re: [Mod 0.11.x] Rail Tanker - Liquid transport
Hello everyone!
I'm enjoying this mod so much! But... I was thinking to carry other liquids too. So i setted up rails etc but only then i realized that the fluid wagon can only carry crude oil. lol
So i had a look to the mod's files but i cant figure it out how i can allow the fluid tank to ...
I'm enjoying this mod so much! But... I was thinking to carry other liquids too. So i setted up rails etc but only then i realized that the fluid wagon can only carry crude oil. lol
So i had a look to the mod's files but i cant figure it out how i can allow the fluid tank to ...
- Wed Jul 03, 2013 8:50 pm
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
i didn't think about colors :shock: i was just confused about why this recipe has as result ONE belt when this type of belt works in pairs. This is why i wanted to modify the recipe so that the result will be TWO.
i understand that what i wrote could be a bit confuse, so if you have any small ...
i understand that what i wrote could be a bit confuse, so if you have any small ...
- Wed Jul 03, 2013 8:14 pm
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 6067
Re: Electric furnace with 2 in/output slots
@midnight109: ok, i'll try some scripting test soon
i like these things 
i know, i'll become crazy ahahahah!!


i know, i'll become crazy ahahahah!!
- Wed Jul 03, 2013 10:15 am
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 6067
Re: Electric furnace with 2 in/output slots
@midnight109 thanks! but unfortunately i'm not so good in scripting :oops: i haven't idea where to put this code...
n9103 yeah, meybe you're right.. Simply i wanted smelt, for example, a stack (or some) of iron in slot 1 and a stack (or some) of copper in slot 2 (or vice versa, as you want :D ...
n9103 yeah, meybe you're right.. Simply i wanted smelt, for example, a stack (or some) of iron in slot 1 and a stack (or some) of copper in slot 2 (or vice versa, as you want :D ...
- Wed Jul 03, 2013 9:58 am
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
slpwnd thank you very much, it works perfectly! now i can continue my world.... btw, a suggest (maybe wrong section
): what do you say to permanently modify this recipe? 2 underground belts instead 1.
thx again!

thx again!
- Tue Jul 02, 2013 11:41 pm
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
Hey! I re-open this thread because the code used in 0.2.10 alpha
is not longer working in 0.5.2 alpha
I just have to do the same thing: reload the recipe wrote in the 1st post
coud someone help me please? Thanks in advance 
Code: Select all
game.getplayer().resetrecipes()
I just have to do the same thing: reload the recipe wrote in the 1st post


- Tue Jul 02, 2013 1:02 pm
- Forum: Modding help
- Topic: Electric furnace with 2 in/output slots
- Replies: 6
- Views: 6067
Electric furnace with 2 in/output slots
Hello everyone!
i'm on 0.5.2 and i create a simple electric furnace mod.
In "entity.lua" i just added under
...
type=burner
...
the line
...
type=electric
...
and some minor edits, like the smelting speed process.
So it can work as a furnace and not as an assembly machine :D[/size]
The ...
i'm on 0.5.2 and i create a simple electric furnace mod.
In "entity.lua" i just added under
...
type=burner
...
the line
...
type=electric
...
and some minor edits, like the smelting speed process.
So it can work as a furnace and not as an assembly machine :D[/size]
The ...
- Thu Mar 21, 2013 9:53 pm
- Forum: Modding help
- Topic: Edit mining drill's drill rotation speed
- Replies: 3
- Views: 4858
Re: Edit mining drill's drill rotation speed
i tried increase one at a time these values: "effectivity" and "mining speed" but without the result expected. I think that i will abort this research. Maybe, i can slightly edit the picture
at least to see the difference 


- Thu Mar 21, 2013 3:01 pm
- Forum: Modding help
- Topic: Edit mining drill's drill rotation speed
- Replies: 3
- Views: 4858
Edit mining drill's drill rotation speed
Hi everyone! I'm trying to make a sort of "advanced electic minig drill" (with relative research tree). but naturally i want to increase the drill's rotation speed. The main question is: WHERE is this setting? I thought in file named "prototype-definitions\entity\demo-mining-drill.json" but i can't ...
- Tue Mar 19, 2013 1:23 pm
- Forum: Modding discussion
- Topic: [GUIDE] To Factorio LUA 0.2.10
- Replies: 7
- Views: 15036
Re: [GUIDE] To Factorio LUA 0.2.10
just a word: awesome!!! 

- Sun Mar 17, 2013 4:38 pm
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
yeah! so it works fine! thanks a lot! :D
in this way, ALL recipes will be "reloaded"? So i don't need to reload one recipe at time. wonderful, just what i was looking for. yeah, because sometimes i edit my new recipes more times.
Continue to develop the game, men, you're making a veeeery good work ...
in this way, ALL recipes will be "reloaded"? So i don't need to reload one recipe at time. wonderful, just what i was looking for. yeah, because sometimes i edit my new recipes more times.
Continue to develop the game, men, you're making a veeeery good work ...
- Sun Mar 17, 2013 11:18 am
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
I'm sorry for the misdirection, I just checked it and the reload function is actually implemented only for the LuaTechnology not for the LuaRecipe.
I will add this function to the next release, but for now, there is no way to do it.
Thanks for checking.. I was confused when the code you gave me ...
I will add this function to the next release, but for now, there is no way to do it.
Thanks for checking.. I was confused when the code you gave me ...
- Sat Mar 16, 2013 11:48 am
- Forum: Gameplay Help
- Topic: Editing recipes/result count
- Replies: 23
- Views: 24252
Re: Editing recipes/result count
yes yes, i forgot the "" in my previous post, but in the ingame code i write them