Search found 33 matches
- Thu Oct 31, 2024 6:01 am
- Forum: Technical Help
- Topic: one of my blueprints in inventory causes crash on mouseover
- Replies: 1
- Views: 87
Re: one of my blueprints in inventory causes crash on mouseover
Problem narrowed down to equipment grid/item issue on a blueprint with locomotive only, no rails. might be roboports in grid. Disabling my personal mod that slaps an equipment grid on trains allowed me to delete the problem blueprints. Modded my mod to avoid train grids for now. Might be better to j...
- Wed Oct 30, 2024 10:42 am
- Forum: Technical Help
- Topic: one of my blueprints in inventory causes crash on mouseover
- Replies: 1
- Views: 87
one of my blueprints in inventory causes crash on mouseover
any attempt to interact with it causes crash. I cannot into space because a random blueprint I made many hours ago and forgot about is borked. How do I delete it? / reset inventory fully? - I suspect it was made when I was messing with train equipment grids and mods. The contents no longer matter to...
- Mon Sep 06, 2021 6:20 am
- Forum: Technical Help
- Topic: Can't update mods /api/mods 414 - less mods in folder than before
- Replies: 3
- Views: 4224
Re: Can't update mods /api/mods 414 - less mods in folder than before
So on some further experimentation, it seems that the mod portal API has reduced its limit on the number of mods you can have installed to ~450. windows Non steam install, same problem. Thank you for finding the reason for it now. 414 used to mean that the mod list query to the server was over 1600...
- Mon Feb 10, 2020 12:24 am
- Forum: Ideas and Requests For Mods
- Topic: Request: Auto Train Grid Equipping.
- Replies: 5
- Views: 2827
Re: Request: Auto Train Grid Equipping.
Seconding this request
Even if its a janky barebones way for some way for a building or buildings to have a set of a few ~5-10 generic recipes for equipment insertion into a vehicle item that are meant to be manually changed by the user, by editing a config or a .lua or something.
Even if its a janky barebones way for some way for a building or buildings to have a set of a few ~5-10 generic recipes for equipment insertion into a vehicle item that are meant to be manually changed by the user, by editing a config or a .lua or something.
- Sat Jul 13, 2019 9:20 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 27123
Re: Version 0.17.56
Ok wow. Thanks for the effort in explaining stuff better. I'll just keep a 17.55 copy to play with trains in strange ways and deconstruct them on primary saves before transitioning primary Factorio version to current. Maybe the "official" reason explains it better: https://forums.factorio....
- Sat Jul 13, 2019 8:13 am
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 27123
Re: Version 0.17.56
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour. This is the first time an update has made me hate an update. Why is this necessary? Do you hate bridges so much? Or is it simple desire to never see possibly of bug report cau...
- Sun May 13, 2018 8:55 am
- Forum: Modding help
- Topic: Crash on opening any armor with equipment grid
- Replies: 3
- Views: 2041
Crash on opening any armor with equipment grid
Ignore. problem was between keyboard and chair. true culprit not found, but disabling 5 unneeded mods that were crashing fixed it crash on opening any armor with equipment grid, even new game. install is heavily modded, multiple mods are said to be the cause of the crash when one is disabled, anoth...
- Sun Jan 07, 2018 2:13 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 129020
Re: [MOD 0.16] Foreman - Blueprint Manager 3.0
just got the new 3.0 update for .16 was excited to be able to convert some of my old foreman blueprint books to new style in bulk without rolling back to factorio 15. I got this crash error thrown at me(copied from log) on loading a save that I was working on with 16 Error while running on_configura...
- Sun Dec 31, 2017 4:35 am
- Forum: Not a bug
- Topic: [16.11] garballo-06.png
- Replies: 1
- Views: 911
[16.11] garballo-06.png
Small bug, very odd. I fixed it myself by opening up that file in paint (was 31x31 pixels) and editing image properties to force it to be 32x32 pixels. The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=31x31). Sprite name: __b...
- Sat Jan 07, 2017 5:06 am
- Forum: Mods
- Topic: [MOD] LogisticsUtility
- Replies: 33
- Views: 28193
Re: [MOD] LogisticsUtility
Upon trying to launch Factorio today after updating mods for the first time in a week, I get an error message Error No such node (filename) checking all my mods by removing them in batches until culprit was narrowed down resulted in LogisticsSigns 0.0.6 being the one. I looked through the code a bit...
- Sat Jan 07, 2017 4:53 am
- Forum: Technical Help
- Topic: Error No such node (filename)
- Replies: 1
- Views: 1284
Error No such node (filename)
upon trying to launch Factorio today after updating mods for the first time in a week, I get an error message Error No such node (filename) right as it starts to say building blueprints snippet of crash error within log: Checksum for mod wireless-charging-bobs: 92305819 50.536 Checksum for mod andre...
- Wed Jan 20, 2016 10:53 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61187
Re: Mod [0.12.20+] Concrete Logistics 1.0.4
Thank you for this mod. That said, I have 2 problems, !no construction bots within a concrete logistics hub network! Maybe my network is too large? (4000 logistics, 3000 construction bots, 200+ roboports) It sometimes crashes the game when I tell construction bots to deconstruct it. control.lua : 95...
- Wed Jan 20, 2016 10:21 pm
- Forum: Resource Spawner Overhaul
- Topic: Bug reports
- Replies: 125
- Views: 56120
Re: Bug reports
I managed to fix a bug myself. while exploring, I had an error that read like: C:\Games\FacTorio\mods\rso-mod_1.4.7\control.lua line 587: attempt to compare nil with number okay. whats going on on line 587. open it up in notepad++ original code starting at 587: if ratio > resourceCollisionDetectionR...
- Mon Oct 19, 2015 6:52 am
- Forum: Mods
- Topic: [Discontinued] Eco Trees (0.0.5)
- Replies: 19
- Views: 36177
Re: [MOD 0.12.x] Eco Trees
No, it simply modifies pollution for all the known trees, modded or not.
Treefarm or Homeworld is needed for planting.
Thank you -laige- for such an efficient mod.
Treefarm or Homeworld is needed for planting.
Thank you -laige- for such an efficient mod.
- Mon Oct 05, 2015 3:44 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
- Replies: 168
- Views: 135963
Re: Yuoki Industries - Addon Railways 0.0.1 (f0.12)
:o - :shock: - :roll: Hey now as much as we like your main mod, some of us with our older computers just can't handle all the pretty new graphics you made. Mine specifically can't load your core mod versions made this year. Too much awesomeness contained within, and my computer goes nope; Too shiny...
- Sun Sep 06, 2015 8:09 pm
- Forum: Mods
- Topic: D-Load Storage (Train unloading chests) 0.1.2
- Replies: 29
- Views: 24351
Re: D-Load Storage (Train unloading chests) 0.1.1
Thank you for this effective simple mod which I have waited a long time for. horizontal: 7 long, 1 high vertical: 1 long, 5 high versions of all chests available, including logistics vertical is made from horizontal and mines to horizontal. Has its own research and crafting category. Graphics looks ...
- Sat Aug 15, 2015 8:46 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
- Replies: 32
- Views: 35054
Re: [0.12.x] SmartLoader_0.1.0
Brilliant!
A supply load station that can truly work with a single pair of requester chest and inserter!
Far better than my old way of single item type per pair.
Thank you.
A supply load station that can truly work with a single pair of requester chest and inserter!
Far better than my old way of single item type per pair.
Thank you.
- Thu Jul 30, 2015 9:39 am
- Forum: Mods
- Topic: [0.12.0] Aircraft mod [WIP]
- Replies: 9
- Views: 21878
Re: [0.12.0] Aircraft mod [WIP]
If you, or anyone attempting a flying mod want some pointers on handling of driving vehicles in Factorio, I made extensive comments in my own attempt at a flying mod: Zoomer (based on based onFreeER's Step by Step Bomber Mod that adds a 'bomber' to Factorio",) The Zoomer mod does work in 0.12. ...
- Fri Apr 03, 2015 9:28 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Train Tunnels
- Replies: 7
- Views: 13320
Re: [Request] Train Tunnels
A possible work around for the issues of what happens inside the tunnel could be delayed teleportation between two building entities. One is entrance only, one is exit only. They use electicity when train passes through to make up for engine not using fuel ding 'passing'. Hard distance limit of 20. ...
- Sat Mar 07, 2015 8:41 pm
- Forum: Modding help
- Topic: Picture positioning
- Replies: 4
- Views: 2648
Re: Picture positioning
This is Awesome. I copy pasted some of my blueprints into it and seen parts of them graphically outside of game. When you finish this, Wow. A suggestion: instead of red squares: have text in a box with entity name as shown in code eventually, direct base/mod folder access Possibly by saving the webp...