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 ...
Search found 14 matches
- Fri Dec 16, 2022 12:22 pm
- Forum: Technical Help
- Topic: Error when trying to sync mods
- Replies: 1
- Views: 647
- Mon Aug 03, 2020 12:27 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1496263
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 ...
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 ...
- Tue Sep 17, 2019 2:09 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 432600
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?
- Mon Sep 16, 2019 11:58 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 432600
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Oh, thx.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.
- Mon Sep 16, 2019 11:33 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 432600
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?
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?
- Mon Apr 29, 2019 4:19 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 260782
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 ...
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 ...
- Mon Mar 11, 2019 2:18 pm
- Forum: Modding help
- Topic: Recipe that takes any ingredient possible?
- Replies: 1
- Views: 895
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 ...
What I basically want is to make a machine that takes anything and produces shredded junk of different types (ferrous junk, non ...
- Thu Feb 28, 2019 6:37 am
- Forum: Modding discussion
- Topic: Some questions from a beginner
- Replies: 4
- Views: 1431
Re: Some questions from a beginner
And what if I want to use my own graphics, is there any guidelines?
- Wed Feb 27, 2019 1:46 pm
- Forum: Modding discussion
- Topic: Some questions from a beginner
- Replies: 4
- Views: 1431
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 ...
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 ...
- Thu Jun 01, 2017 2:10 pm
- Forum: Gameplay Help
- Topic: View combinator signals without hovering
- Replies: 2
- Views: 2271
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 ...
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 ...
- Thu Jun 01, 2017 1:17 pm
- Forum: Modding discussion
- Topic: Fluid pressure / viscosity?
- Replies: 7
- Views: 3590
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 ...
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 ...
- Fri May 26, 2017 10:26 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1496263
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 ...
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 ...
- Tue May 23, 2017 7:58 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1496263
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 ...
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 ...
- Wed Mar 01, 2017 3:13 pm
- Forum: Gameplay Help
- Topic: Help with circuit and chests contents comparison
- Replies: 1
- Views: 1882
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 ...
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 ...