Search found 14 matches

by Dimava
Wed Jan 27, 2021 7:49 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 222
Views: 27914

Re: Optimization idea: abstraction

Dimava wrote: ↑
Thu Jan 21, 2021 12:54 pm
I made a mod for this
https://mods.factorio.com/mod/dupebox
please test and review
by Dimava
Tue Jan 26, 2021 4:31 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.18] Spidertron direction is always up for gates
Replies: 4
Views: 2418

[Twinsen][1.1.18] Spidertron direction is always up for gates

While riging spidertrone, gates always consider player's spidertron speed to be directed upwards Seen behaviour: gates always open on the top, no matter spidertron direction (spidertron walks right on the image) https://cdn.discordapp.com/attachments/382897902583808002/803661189380177940/unknown.png...
by Dimava
Thu Jan 21, 2021 12:54 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 222
Views: 27914

Re: Optimization idea: abstraction

I made a mod for this
https://mods.factorio.com/mod/dupebox
please test and review
by Dimava
Mon Dec 14, 2020 3:44 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 790701

Re: [1.0] Sea Block Pack 0.4.10

Also Agriculture Modules is OP

Image

(not because rates, but because there are alot of 'agriculture' recipes that probably should not be ones)
by Dimava
Mon Dec 14, 2020 3:39 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 790701

Re: [1.0] Sea Block Pack 0.4.10

What about 1.1? I've fixed all mods for 1.1 (mostly just changing required version in info.json) https://mega.nz/file/4iA3iSCL#05Gl5TFYnGuPCsQzIMtFs-CCgzXZb2Dhdb79Zy28_Jc https://cdn.discordapp.com/attachments/382897902583808002/788067854742323240/unknown.png (all other mods have 1.1 version on mod...
by Dimava
Sat Mar 09, 2019 8:13 am
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 22511

Re: Version 0.17.9

I am still on 0.17.4 (Doing the download Zip from Website. I am not on Steam) I see the Autoupdater is fixed. Does that mean from .8->.9 is fixed? Or is it ok to run the autoupdater on a .4 install? You may see awailable updates on https://factorio.com/get-available-versions actually it requires cr...
by Dimava
Fri Jan 04, 2019 5:52 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 41209

Re: Friday Facts #276 - Belt item spacing & Script rendering

I also wonder if this build will still work https://cdn.discordapp.com/attachments/382897902583808002/530805134436073483/unknown.png 0eNrlWduOozgQ/Rc/Q2SbcEk0O78w0u6+rUbIAXdiDRhkTGuyLf59bTyh08EkBnp7RpqnbrCpy6k6VRX7BRyKltaCcQn2L4BlFW/A/p8X0LAjJ4V+J881BXvAJC2BBzgp9RP9XgvaNL4UhDd1JaR/oIUEnQcYz+l3sEed91...
by Dimava
Sun Mar 25, 2018 1:22 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 225906

Re: [0.16.x] Bob's Mods: General Discussion

Have you thought about unifying Inserter position UI into a single grid, setting pickup/drop position by LMB/RMB?
by Dimava
Tue Mar 20, 2018 6:28 pm
Forum: Pending
Topic: [0.16.30] MAC OS: Too many files open when starting factorio
Replies: 14
Views: 3184

Re: [0.16.30] MAC OS: Too many files open when starting factorio

I remember catching this error when I tried to start the game with over 510 inactive mods
(Win10)
(The "Can't open dataloader.lua for reading: Too many open files" one)
by Dimava
Wed Feb 28, 2018 10:23 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82463

Re: Mylon's Many Mods

Double insertion seems to be caused by Picker Extended, which also auto-inserts modules on manual grost reviving. Last (1.1.2) version of Dirt Path throws a error in on_nth_tick(108000) function cleanDirt() if not global.dirt then log("Dirt Path not initialized!") return end for k, v in pa...
by Dimava
Sat Feb 24, 2018 7:52 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82463

Re: Mylon's Many Mods

A couple of changes for Bluebuild Still needs a bit of testing though --- \Bluebuild_1.1.9\control.lua +++ \Bluebuild_1.1.9\control.lua @@ -124,11 +124,11 @@ if builder.get_item_count(module) > 0 then local modStack = {name=module, count=math.min(builder.get_item_count(module), modulecount)} revive....
by Dimava
Mon Jan 15, 2018 11:36 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 393
Views: 101787

Re: [MOD 0.16] Miniloader

Error when trying to bluepring road (tiles without buildings)
Error while running event
miniloader::on_player_setup_blueprint (ID 68)
__miniloader__/lualib/blueprint.lua:104: bad
argument #1 to 'ipairs' (table expected, got nil)
Probably needs nil check

Go to advanced search