Search found 14 matches
- 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...
- 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...
- 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?
- 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)
Oh, thx.Deadlock989 wrote: βMon Sep 16, 2019 11:45 amHeavy 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: 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?
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: 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...
- 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...
- 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?
- 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...
- 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...
- 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, ...
- 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...
- 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...
- 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...