Search found 8 matches

by Mathematics7
Tue Mar 05, 2019 4:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.5] "Unknown ingredient type 2" when loading saved game
Replies: 1
Views: 784

[0.17.5] "Unknown ingredient type 2" when loading saved game

When loading a saved game. Also happens with all mods disabled (but loading a modded saved game). From the log: 34.506 Warning Map.cpp:315: Map loading failed: Unknown ingredient type 2. 34.552 Error AppManagerStates.cpp:1426: Unknown ingredient type 2. Related: https://forums.factorio.com/viewtopic...
by Mathematics7
Sun Aug 27, 2017 5:54 pm
Forum: Modding help
Topic: script.on_init() contradicting documentation
Replies: 2
Views: 1244

Re: script.on_init() contradicting documentation

Oke, thank you. I misinterpreded 'new save game' as creating a saved game.
by Mathematics7
Sun Aug 27, 2017 9:27 am
Forum: Modding help
Topic: script.on_init() contradicting documentation
Replies: 2
Views: 1244

script.on_init() contradicting documentation

It's not clear to me when functions regisered by script.on_init() are called. According to the factorio lua api: LuaBootstrap : on_init(f) Register a callback to be run on mod init. This is called once when a new save game is created or once when a save file is loaded that previously didn't contain ...
by Mathematics7
Thu Jun 22, 2017 12:32 pm
Forum: Not a bug
Topic: [15.22] 0.14 saves seeds do not generate same map on 0.15
Replies: 1
Views: 964

[15.22] 0.14 saves seeds do not generate same map on 0.15

I don't know whether this is concidderd a bug: A save from 0.14 gives a map exchange string and seed on 0.15 that generates a different map. I've a save from 0.14 and when I take the map exchange string and generate a new map with it, I get a different map (but always the same). Some details: On 0.1...
by Mathematics7
Tue Jun 20, 2017 12:03 pm
Forum: Mod portal Discussion
Topic: IDEA: Version filter
Replies: 2
Views: 1771

Re: IDEA: Version filter

I completely agree (I actually came up with the same idea, and found this while searching whether it already exitsted). There are a lot of old mods that have become superfluous by game updates, and are therefore not updated anymore. If you are running the latest version of the game it would be very ...
by Mathematics7
Sat May 27, 2017 11:42 am
Forum: Modding help
Topic: Is it possible to change the way how modules behave?
Replies: 2
Views: 1202

Re: Is it possible to change the way how modules behave?

Yes, if it's possible, than that's realy what I want. Of course, I can change the values of the modules if they become overpowered. And do not forget that also the negative effects become more severe. Your example (4*speed-module-3): +70% energy consumption * 4 = +280% energy consumption in the base...
by Mathematics7
Sat May 27, 2017 7:09 am
Forum: Modding help
Topic: Is it possible to change the way how modules behave?
Replies: 2
Views: 1202

Is it possible to change the way how modules behave?

I know the effects of modules are caused by the effect property of modules like this: effect = { speed = {bonus = value1}, consumption = {bonus = value2}} But what I'd like to change is how these effects totaled up. In the game 2 effects of the same type (with values x1,x2) are added: total_effect=x...
by Mathematics7
Sun May 14, 2017 9:34 am
Forum: Mod portal Discussion
Topic: Mod Portal - Application Error (Unable to Access)
Replies: 6
Views: 3544

Re: Mod Portal - Application Error (Unable to Access)

I don't think any of us follow the licenses tbh. Most mod licenses are not very restictive. Under GPL, MIT, mozilla and all Creative Commens licenses it is allowed to redistribute the work if it's not for commercial use (CC BY-NC and more restrictive), you give propper credit, indicate that you did...

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