Search found 14 matches

by cicatrix
Fri Dec 16, 2022 12:22 pm
Forum: Technical Help
Topic: Error when trying to sync mods
Replies: 1
Views: 457

Error when trying to sync mods

I launch Factorio, go to Mods and see errors. Versuib 1.1.72 Here 's the corresponding log entries. I can download Json files from these locations manually and I have disabled firewall and antivirus. What else can be done? 43.636 Factorio initialised 43.643 Steam Storage Quota: 3987/4768 45.924 Info...
by cicatrix
Mon Aug 03, 2020 12:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213679

Re: Bugs & FAQ

Been replaying the Factorio and decided to dig deeper into the Bio-Processing mod. What I've been looking is a way to get actual income in biters/puffers/plant samples and/or gardens. But from what I see in the recipes there is NO WAY to actually automate its production. You should harvest stuff man...
by cicatrix
Tue Sep 17, 2019 2:09 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357251

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

About scraping - will I be able just to throw anything on a belt and it will all be consumed by a scrapping machine? Or I will be required to set a proper scrapping recipe each time?
by cicatrix
Mon Sep 16, 2019 11:58 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357251

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock989 wrote: ↑
Mon Sep 16, 2019 11:45 am
Heavy armour has a small equipment grid in IR - you need to wear one and put a bronze generator and a bronze roboport in it. The bronze generator needs solid fuel to run, the generator manager can help maintain it once you've stocked the generator up properly the first time.
Oh, thx.
by cicatrix
Mon Sep 16, 2019 11:33 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357251

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I don't quite understand how clockwork punkbots work and what they do.
Presumably they're just construction bots but they appear long before robotics. I place them in the air but they simply hang there doing nothing.
What am I missing?
by cicatrix
Mon Apr 29, 2019 4:19 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212286

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Getting a weird error message dusing Factorio loading: 79.393 Error ModManager.cpp:1294: Error in assignID, item with name 'turbo-inserter' does not exist. Source: turbo-transport-belt-loader (recipe). 79.880 Initial atlas bitmap size is 16384 79.881 Created atlas bitmap 2048x536 [not-compressed, mi...
by cicatrix
Mon Mar 11, 2019 2:18 pm
Forum: Modding help
Topic: Recipe that takes any ingredient possible?
Replies: 1
Views: 693

Recipe that takes any ingredient possible?

Greetings, I have a short question - does the game engine allow a recipe that can take any ingredient and produce the stuff basing on the raw ingredient composition? What I basically want is to make a machine that takes anything and produces shredded junk of different types (ferrous junk, non-ferrou...
by cicatrix
Thu Feb 28, 2019 6:37 am
Forum: Modding discussion
Topic: Some questions from a beginner
Replies: 4
Views: 1137

Re: Some questions from a beginner

And what if I want to use my own graphics, is there any guidelines?
by cicatrix
Wed Feb 27, 2019 1:46 pm
Forum: Modding discussion
Topic: Some questions from a beginner
Replies: 4
Views: 1137

Some questions from a beginner

Hello, I'm currently trying to create my own mod and since I have zero experience in mod-making I want some things to get clear. My mod is nothing special, all I want is to create a building that produces some stuff using several recipes. I read several tutorials and all of them went like: 1) create...
by cicatrix
Thu Jun 01, 2017 2:10 pm
Forum: Gameplay Help
Topic: View combinator signals without hovering
Replies: 2
Views: 1731

View combinator signals without hovering

Hello, I browsed through the hotkey combinations and didn't see that setting. It's the small overlay icons on combinators themselves that display input and output signals the same way recipe/chest contents are displayed when I press Alt key. I looked everywhere and didn't see how to turn them on aga...
by cicatrix
Thu Jun 01, 2017 1:17 pm
Forum: Modding discussion
Topic: Fluid pressure / viscosity?
Replies: 7
Views: 3006

Fluid pressure / viscosity?

From what I understood about fluids in the game, the fluid flow model relies on the difference in levels between adjacent pipe segments. I got an idea to model somewhat more realistic fluid flow model based on pressure / viscosity of the liquid (or gas). As I am not very familiar with the game API, ...
by cicatrix
Fri May 26, 2017 10:26 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213679

Re: Bugs & FAQ

Greetings, I seem to be having trouble with fluid splitters (both 2-way and 3-way). They just don't do anything. I browsed this forum a bit and it's not due to the branch clogging. I tested it - simply added an offshore pump, connected it to a 2-way fluid splitter and attached 2 storage tanks to ei...
by cicatrix
Tue May 23, 2017 7:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213679

Re: Bugs & FAQ

Greetings, I seem to be having trouble with fluid splitters (both 2-way and 3-way). They just don't do anything. I browsed this forum a bit and it's not due to the branch clogging. I tested it - simply added an offshore pump, connected it to a 2-way fluid splitter and attached 2 storage tanks to eit...
by cicatrix
Wed Mar 01, 2017 3:13 pm
Forum: Gameplay Help
Topic: Help with circuit and chests contents comparison
Replies: 1
Views: 1575

Help with circuit and chests contents comparison

TL;DR 3 chests: #1 contains 800 units of U #2 contains 100 units of Pu #3 is empty What I need is to make a circuit that checks the condition is #3 has no less than twice the number of Pu in #2 (200 in this case) and while it's true output 1 or 0 otherwise. I need to take 200 units of U out of #1 an...

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