Search found 23 matches
- Sun Oct 23, 2022 1:30 am
- Forum: Technical Help
- Topic: Help needed automatically downloading mods when running angel's unit tests
- Replies: 1
- Views: 753
Help needed automatically downloading mods when running angel's unit tests
Hi, I'm looking to set up CI/CD to auto-run some mod-related unit tests for AngelBob + seablock pack. I'm running into an issue where my CI runner can't download mods from the mod portal without authenticating to factorio.com. I'm debating the following options: 1. Require setting up a factorio.com ...
- Fri Jul 31, 2020 6:31 pm
- Forum: Not a bug
- Topic: [Website] Typo in press kit page
- Replies: 1
- Views: 779
[Website] Typo in press kit page
""" Our blog - Factorio Friday Facts Each week we made a blog post about the ongoing development of the game. The articles in the blog range from technical breakdowns, ideas for new features, news about the office etc. It is our way of keeping in touch with our fans and community. &qu...
- Wed Jun 21, 2017 5:47 pm
- Forum: Pending
- Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
- Replies: 6
- Views: 2630
Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Hi, Sorry for the delay. I did some testing and managed to repro on base game. Saves attached. Same repro mechanism (type `game.forces.enemy.kill_all_units()` after loading up _precrash). It's probably not hard to cook up a minimal crashing example either. How I would do it: * start up a base that p...
- Sun Jun 18, 2017 8:13 am
- Forum: Pending
- Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
- Replies: 6
- Views: 2630
Re: [15.21] kill_all_units() corrupts save causing crash
If you guys are having trouble reproing I'll try to find a base game crash as well. I suspect just disabling all the mods in this save would do it.
- Sun Jun 18, 2017 8:07 am
- Forum: Pending
- Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
- Replies: 6
- Views: 2630
[Oxyd] [15.21] kill_all_units() corrupts save causing crash
Game info: Running on OSX 10.10.5, factorio version 0.15.21, mod list attached. Steps to reproduce: * Load attached save. * Enter into the console "/c game.forces.enemy.kill_all_units()". * Save game * Reload, or restart and reload. * Observe crash logs as attached. It seems this is due to...
- Tue Jun 13, 2017 7:55 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 127496
Re: [MOD 0.12.x] Marathon 1.0.3
Hi everyone,
I'm currently maintaining the 0.15 fork of marathon -- see forum post here viewtopic.php?f=94&t=41844 and mod portal link here https://mods.factorio.com/mods/faraway9911/marathomaton
Supports improved Bob and Angel compatibility.
Happy automating!
I'm currently maintaining the 0.15 fork of marathon -- see forum post here viewtopic.php?f=94&t=41844 and mod portal link here https://mods.factorio.com/mods/faraway9911/marathomaton
Supports improved Bob and Angel compatibility.
Happy automating!
- Tue May 30, 2017 6:11 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.15.x] Marathon Mod Automated
Done, pjf.
- Sat May 27, 2017 6:29 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.15.x] Marathon Mod Automated
Should be fixed in the latest version. Thanks for the report!
- Fri May 26, 2017 4:59 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.15.x] Marathon Mod Automated
1. Are you playing with full angels + bobs, or only some angels? The recommended mod list is found in the dependencies. 2. See below: are you playing with expensive recipes? 3. Are you on the most recent versions of angels/bobs/marathomaton? 4. Maybe you should check mod settings just in case, thoug...
- Tue May 23, 2017 10:14 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.15.x] Marathon Mod Automated
Stupid question, but are you starting a new game with the "Marathon" setting?
Also: Can you check the fuel value of coal? It should probably be down to 4 from the vanilla value of 8 no matter whether you're in normal recipes or expensive recipes.
Also: Can you check the fuel value of coal? It should probably be down to 4 from the vanilla value of 8 no matter whether you're in normal recipes or expensive recipes.
- Wed May 10, 2017 7:49 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
RE: making petrochem more difficult, I'm not planning to do that in this mod. If you're interested in it you should check out https://mods.factorio.com/mods/kinnom/PCP
Re: changelog, check the mod portal for changes.
Re: changelog, check the mod portal for changes.
- Sat Apr 08, 2017 6:54 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
Yup, check out the latest version.
I don't expect too many changes in this mod going forward -- mostly just updates. I am debating whether or not to explode ingots as well as plates since otherwise the refine path for molten -> wire coil -> wire has no bottlenecks.
I don't expect too many changes in this mod going forward -- mostly just updates. I am debating whether or not to explode ingots as well as plates since otherwise the refine path for molten -> wire coil -> wire has no bottlenecks.
- Wed Apr 05, 2017 6:07 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1411218
Re: Bugs & FAQ
I can't produce cobalt powder needed to convert Tungsten powder into tungsten powder mixture.
I looked in the mod code (0.2.2) and couldn't find anything in prototypes/recipes/smelting-cobalt for cobalt powder or for that matter nickel powder, either.
Can you add something in?
I looked in the mod code (0.2.2) and couldn't find anything in prototypes/recipes/smelting-cobalt for cobalt powder or for that matter nickel powder, either.
Can you add something in?
- Sun Mar 26, 2017 5:28 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
I'm not sure what your question is.faraway9912 wrote:This mod is not compatible with Angelthon -- running both is not recommended.
To clarify, what I personally play with is this mod + Full Bobs + Full angels.
- Fri Mar 24, 2017 5:45 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
I don't intend to change any recipes that were present in the original Marathon mod (https://mods.factorio.com/mods/Afforess/marathon).
- Tue Mar 21, 2017 6:54 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
This mod is not compatible with Angelthon -- running both is not recommended.
- Tue Mar 21, 2017 6:53 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
OK, both this mod and Research Rev have been updated - they should be compatible now.
- Tue Mar 21, 2017 6:31 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
Hi aklesey1, glad you liked the mod!! I'm not sure I understood all your questions. * This mod is compatible and has been tested with angel's bioprocessing and smelting. Do you see any issues? * Sulfuric waste water has been toned down from 5 to 3 in angels refining mods. It's supposed to be harder ...
- Mon Mar 13, 2017 4:30 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15414
Re: [MOD 0.14.x] Marathon Mod Automated
Almost certainly. Let me know if you find any bugs or need any balance changes.
- Sat Feb 25, 2017 9:52 am
- Forum: Mods
- Topic: [MOD 0.14.x] Burner Assembling Machine
- Replies: 0
- Views: 1134
[MOD 0.14.x] Burner Assembling Machine
Forked from Y.Petremann's no-hand-crafting. Adds a burner assembling machine into the game capable of crafting 1-ingredient recipes at 0.25x speed. It's crafted out of 1 stone furnace, 5 iron gears, 5 iron plates, so is not itself produceable until automation 2. See https://mods.factorio.com/mods/fa...