I can obviously downgrade to 0.17.34 as a workaround, however reporting issues seems helpful and appropriate.immortal_sniper1 wrote: βFri May 03, 2019 9:20 am WHY DONT PEOPLE WAIT FOR THE MODS TO BE FIXED AD JUST AFTER THAT UPDATE ?????
Search found 25 matches
- Fri May 03, 2019 11:01 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 274024
Re: pY HighTech Discussion
- Thu May 02, 2019 11:56 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 274024
Re: pY HighTech Discussion
The latest 0.17.35 broke pY HighTech. I am getting a "failed to load mods __pyhightech__/data-update.lua:114: source missing" error. Attached is a save with the mods I have enabled. Using factorio 0.17.35. Save was too big to attach, but it is available here: https://drive.google.com/open?...
- Sat Apr 27, 2019 4:56 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 342235
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I am getting the same error in assignid, item-subgroup with name 'slag-processing' does not exist slag-processing-nio I disabled pymods and have attached my mod list. Let me know if any other info is required. Thanks for making an awesome mod! alright ill look into as soon as i get this issue with ...
- Sat Apr 27, 2019 4:09 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 342235
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I am getting the same
I disabled pymods and have attached my mod list. Let me know if any other info is required. Thanks for making an awesome mod!error in assignid, item-subgroup with name 'slag-processing' does not exist slag-processing-nio
- Mon May 29, 2017 2:46 am
- Forum: Modding help
- Topic: [0.15.16] LuaEntity doesn't contain key 1.
- Replies: 1
- Views: 1084
[0.15.16] LuaEntity doesn't contain key 1.
77ish hours save was working fine on 0.15.10, but became unstable on 0.15.16, in particular when I placed a robochest down, it crashed. Log attached. 416.847 Error MainLoop.cpp:859: Exception at tick 17168485: Error while running event Factorissimo2::on_player_rotated_entity (ID 19) LuaEntity doesn'...
- Wed Sep 28, 2016 8:56 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214984
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
As of 0.14.9 there is a new issue, using this mod will cause massive order of magnitude slower load timesnqrott wrote:0.4.0 + Factorio 0.14.5 + Bobmods on mid game creating desync on opening the GUI in Multiplayer.
viewtopic.php?f=7&t=33497&p=210725#p210725
- Wed Sep 28, 2016 8:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] Extreme load times after mod update
- Replies: 2
- Views: 1962
Re: [0.14.9] Extreme load times after mod update
Nevermind, we were able to pin point the problem to a specific mod "Advanced Logistics System". Disabling the mod prevented the massive load times.
- Wed Sep 28, 2016 4:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] Extreme load times after mod update
- Replies: 2
- Views: 1962
[0.14.9] Extreme load times after mod update
After 15 hours, my load time massively increased from < 10 seconds to load to over 10 minutes. Here is the save file: https://drive.google.com/open?id=0B5nOHNH8We7WazVnMElBQ0VIcVU - 8 hours in, very fast load https://drive.google.com/open?id=0B5nOHNH8We7WUUsxQmNUZk9JaGc - 13 hours in, very slow load...
- Mon Sep 19, 2016 5:46 am
- Forum: Modding help
- Topic: Trying to find a mod that changes the science pack 1 recipe
- Replies: 4
- Views: 1963
Re: Trying to find a mod that changes the science pack 1 recipe
I remember there was some stone gear wheel or something like that. Could it have been dytech Intermediates?
- Sun Sep 18, 2016 8:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Quantum Chests(chest that shares its content through worlds)
- Replies: 17
- Views: 6854
Re: Quantum Chests(chest that shares its content through worlds)
I have finally gotten around to it with some usable results. Currently, it only works for dedicated servers on windows that has nodejs installed. As it does not yet have a config file, there is quite a lot of manual setup work that has to be done, but I am working on creating a proper config. https...
- Sun Sep 18, 2016 8:00 am
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 28222
Re: Friday Facts #156 - Massive Multiplayer
Please allow us to use blueprints from the game startup. Or allow a research ASAP in the tech tree. Blueprints are not something for ROBOTS, but for PLAYERS. Robots merely happen to be able to build them faster. They will probably have to make blueprints available earlier in the game to support ear...
- Sun Sep 18, 2016 7:58 am
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 28222
Re: Friday Facts #156 - Massive Multiplayer
I really enjoyed watching that huge game. It inspired me to make a mod to prevent people from mining/rotating/shooting other people's stuff, not perfect, but check it out: https://mods.factorio.com/mods/lux/dont_touch_my_stuff
It is awesome that such large games even possible! Well done folks!
It is awesome that such large games even possible! Well done folks!
- Sun Sep 18, 2016 6:06 am
- Forum: Already exists
- Topic: entity.id
- Replies: 6
- Views: 2763
entity.id
Hello, It would be nice to have a unique identifier for each entity, for example entity.id, similar to player.index. My current work around is to concat strings together like so: -- Return a string representing the unique entity id function entity_id(entity) if not entity then return nil end return ...
- Sat Sep 17, 2016 5:56 pm
- Forum: Modding help
- Topic: shooting events
- Replies: 2
- Views: 1133
shooting events
Does anyone know if there are any lua events related to shooting? or being shot?
I am trying to modify friendly-fire damage values. The initial word on IRC was this was not possible, but wanted to confirm.
I am trying to modify friendly-fire damage values. The initial word on IRC was this was not possible, but wanted to confirm.
- Wed Sep 14, 2016 3:25 am
- Forum: Mod portal Discussion
- Topic: it has to be said....
- Replies: 24
- Views: 10301
Re: it has to be said....
yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satis...
- Sun Sep 11, 2016 7:55 pm
- Forum: Mod portal Discussion
- Topic: it has to be said....
- Replies: 24
- Views: 10301
Re: it has to be said....
yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satis...
- Sat Sep 10, 2016 6:58 am
- Forum: Mod portal Discussion
- Topic: it has to be said....
- Replies: 24
- Views: 10301
Re: it has to be said....
Or how about no? I don't see a reason why anyone should use PHP for anything. There is nothing wrong with PHP. Every language has quirks and issues. Don't go dismissing a language because you don't like it. :/ Actually there is a big problem: "In 2013, 9% of all vulnerabilities listed by the N...
- Sat Sep 10, 2016 5:29 am
- Forum: Modding help
- Topic: cursor position
- Replies: 6
- Views: 6006
Re: cursor position
Create an item prototype with no place_result (entity). just the item and recipe.[/code] Ah ha, can_place_entity was what I was missing, thanks! You can also find non colliding positions within a given area if that's any use? find_non_colliding_position looks incredibly useful! I will use this as w...
- Fri Sep 09, 2016 4:29 am
- Forum: Modding help
- Topic: cursor position
- Replies: 6
- Views: 6006
Re: cursor position
Excellent, thank you aubergine18 and Nexela both, player.selected seems to solve b. If you exand the details of your workaround with what you are trying to accomplish we might be able to come up with some ideas to help you. I was trying to get the cursor position to teleport a player to that positio...
- Thu Sep 08, 2016 4:10 am
- Forum: Modding help
- Topic: cursor position
- Replies: 6
- Views: 6006
cursor position
Hello, I am working on a mod and that needs to access two things: a) the position of the player's cursor b) the placed entities under the player's cursor I have struggled to get this working. In regards to a), the player's cursor, I did look at http://lua-api.factorio.com/latest/LuaPlayer.html#LuaPl...