Search found 14 matches
- Thu Feb 04, 2021 5:40 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 650941
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Compact links are dead
- Sat Jan 30, 2021 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Cloning as massive UPS improvement (Factory-Streets)
- Replies: 49
- Views: 4977
- 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: βThu Jan 21, 2021 12:54 pmI made a mod for this
https://mods.factorio.com/mod/dupebox
please test and review
- 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...
- Thu Jan 21, 2021 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 222
- Views: 27914
- 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

(not because rates, but because there are alot of 'agriculture' recipes that probably should not be ones)

(not because rates, but because there are alot of 'agriculture' recipes that probably should not be ones)
- 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...
- 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...
- 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...
- 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?
- 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)
(Win10)
(The "Can't open dataloader.lua for reading: Too many open files" one)
- 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...
- 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....
- 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)
Probably needs nil checkError while running event
miniloader::on_player_setup_blueprint (ID 68)
__miniloader__/lualib/blueprint.lua:104: bad
argument #1 to 'ipairs' (table expected, got nil)