Search found 8 matches
- 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...
- 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.
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...