Search found 19 matches
- Fri Mar 01, 2019 7:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Server cannot start due to bad migration
- Replies: 7
- Views: 3086
Re: [0.17.2] Server cannot start due to bad migration
Worked, removed all migrations of 0.15 and below, restarted server and it came back up. Thanks for you assistance!
- Fri Mar 01, 2019 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Server cannot start due to bad migration
- Replies: 7
- Views: 3086
Re: [0.17.2] Server cannot start due to bad migration
Thanks, will try later and post back if that resolved my issue.
- Thu Feb 28, 2019 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Server cannot start due to bad migration
- Replies: 7
- Views: 3086
[0.17.2] Server cannot start due to bad migration
Started a server locally - everything works fine. Transferred this file to the hoster of my server (nitrado), and server logs report this issue: 0.000 2019-02-28 19:08:34; Factorio 0.17.2 (build 43076, linux64, steam) 0.092 Operating system: Linux (Ubuntu 14.04) 0.092 Program arguments: "/mnt/b...
- Fri Jun 30, 2017 11:58 am
- Forum: Modding help
- Topic: How to position entity image?
- Replies: 2
- Views: 1147
Re: How to position entity image?
That looks promising! So basically all i need to do is set the shift property to an appropriate value? Awesome!
- Fri Jun 30, 2017 10:58 am
- Forum: Modding help
- Topic: How to position entity image?
- Replies: 2
- Views: 1147
How to position entity image?
I just created a mod which derives from the loader entity. One of the differences is, that the new entity is 6 tiles high and 1 tile wide, not 2x1 like the original loader is. The loader is supposed to be aligned at one side, so i've offcentered the entity by setting the selection_box to {{ -0.5, 5 ...
- Thu Jun 29, 2017 11:23 am
- Forum: Modding help
- Topic: Deriving from a predefined type w/o the default behavior
- Replies: 0
- Views: 644
Deriving from a predefined type w/o the default behavior
Hi folks, i know the title may sound a bit odd, but i'll try to explain, what we currently want to achieve. Basically, we want a filter-option for our new entity. There are currently three types which support a filter out of the box: * Inserter (but it has already an "override stack size" ...
- Mon Jun 19, 2017 1:14 pm
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 203100
Re: Chunk-aligned modular railway system with LTN Stations
Sorry my fault! After checking multiple times the stations, we found out that we were lacking of one combinator. In addition, we (somehow) mixed up the threshold and set them to a negative -100k - was really hard to spot as the text was kinda overlapping. So if anyone runs into the same issues - mak...
- Sun Jun 18, 2017 9:49 am
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 203100
Re: Chunk-aligned modular railway system with LTN Stations
This is an awesome extension, i really like the way intersections are designed - we are running a huge base with this and it works. Nevertheless, we're struggling with Fluids. We've used the loading and unloading bays you are providing for all of our liquids. We are expecting two different issues: 1...
- Thu Apr 27, 2017 7:57 pm
- Forum: Modding help
- Topic: Importing a Blueprint from string?
- Replies: 4
- Views: 4373
Re: Importing a Blueprint from string?
I got the basic concept, but i thought there would be an easier way to use them with a build in function from factorio api ?
- Thu Apr 27, 2017 6:00 pm
- Forum: Modding help
- Topic: Importing a Blueprint from string?
- Replies: 4
- Views: 4373
Importing a Blueprint from string?
So, the new update added the very cool feature to export and import a blueprint as a string / from a string. Is there anyway to call these fuctionalities from a lua script? Especially importing a blueprint from a string would be awesome. E.g. this one 0eNqd0dsKgzAMBuB3+a8rqOu86KuMMTxko6BR2mxMpO8+D7v...
- Wed Apr 26, 2017 12:33 pm
- Forum: Modding help
- Topic: Enabling / Disabling Miners over network or setting filter?
- Replies: 2
- Views: 1744
Enabling / Disabling Miners over network or setting filter?
Is it possible to somehow restrict a miner to either mine only a specific resource like coal (if it is placed over multiple resources, e.g. coal and iron), or - if that's not possible - disable a specific miner over the network?
- Wed Apr 19, 2017 5:21 am
- Forum: Resolved Problems and Bugs
- Topic: Grabbing a trainstop from the inventory makes the game crash
- Replies: 3
- Views: 1837
Re: Grabbing a trainstop from the inventory makes the game crash
X and y are just offsets somewhere nearby the Player. You can just replace it with the current Player Position, but it doesn't affect the bug. Thanks for the fast reply and the fix!
- Tue Apr 18, 2017 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Grabbing a trainstop from the inventory makes the game crash
- Replies: 3
- Views: 1837
Grabbing a trainstop from the inventory makes the game crash
I am about to start a small mod, which basically just sets up some ghost entities of train tracks. I realized, that as soon as i grab a trainstop from my inventory, the game crashes immediately: for variable = 0, 100, 2 do game.surfaces[1].create_entity{name="entity-ghost", inner_name=&quo...
- Tue Apr 18, 2017 6:36 pm
- Forum: Duplicates
- Topic: Trying to place a trainstop makes game crash
- Replies: 3
- Views: 1556
Trying to place a trainstop makes game crash
I am about to start a small mod, which basically just sets up some ghost entities of train tracks. I realized, that as soon as i grab a trainstop from my inventory, the game crashes immediately: for variable = 0, 100, 1 do game.surfaces[1].create_entity{name="entity-ghost", inner_name=&quo...
- Mon Apr 17, 2017 12:24 pm
- Forum: Modding help
- Topic: Setting up a building for the robot to create?
- Replies: 2
- Views: 1106
Re: Setting up a building for the robot to create?
awesome, thank you!
- Mon Apr 17, 2017 11:19 am
- Forum: Modding help
- Topic: Setting up a building for the robot to create?
- Replies: 2
- Views: 1106
Setting up a building for the robot to create?
I would like to instruct the robots to build a specific entity at a position, just like you can do it by using shift or placing a blue. Is there any possibility to do so without using a blueprint?
- Sun Apr 02, 2017 5:43 pm
- Forum: Modding help
- Topic: Get total power consumption and power output
- Replies: 0
- Views: 769
Get total power consumption and power output
Is there a simple way to get the current power output and current power consumption (and total power demand)? I am trying currently to iterate trough all entities, but i guess it's a bit overkill and nevertheless, i get an error that "Entity is not electric-energy-interface" when i try to ...
- Tue Mar 28, 2017 1:32 pm
- Forum: Modding help
- Topic: Creating a "building factory"
- Replies: 3
- Views: 1473
Re: Creating a "building factory"
Thanks for your reply!
Is there any possibility to restrict a chest in a way so that inserters and / or players can add only given items to it? E.g. like in a factory, you can only add the elements which are needed for the given recipe.
Is there any possibility to restrict a chest in a way so that inserters and / or players can add only given items to it? E.g. like in a factory, you can only add the elements which are needed for the given recipe.
- Mon Mar 27, 2017 9:34 pm
- Forum: Modding help
- Topic: Creating a "building factory"
- Replies: 3
- Views: 1473
Creating a "building factory"
Hi everyone, i currently am trying to start building my own mod. I am currently trying to build an assembly machine, that does not really output something, but instead builds another part of your base - completely automated. Just like this guy did using various mods via the blueprint deployer - http...