Search found 69 matches

by Berserker55
Sun Jun 19, 2022 12:39 pm
Forum: Technical Help
Topic: Factorio Download API now requires CAPTCHA
Replies: 3
Views: 1034

Factorio Download API now requires CAPTCHA

Hello, I was trying to follow https://wiki.factorio.com/Download_API to have an auto-downloader in my tool to make https://archipelago.gg/tutorial/Factorio/setup/en significantly simpler. However, I get "<li> Please pass the CAPTCHA. </li>" in my response, which makes this pretty much impo...
by Berserker55
Tue Jun 14, 2022 2:48 am
Forum: Not a bug
Topic: [1.1.59] Impossible to insert sufficient of non-stackable item
Replies: 3
Views: 1167

Re: [1.1.59] Impossible to insert sufficient of non-stackable item

the remote itself is not modified by the mod, so whatever flags it has vanilla is what it is.
by Berserker55
Mon Jun 13, 2022 10:58 pm
Forum: Not a bug
Topic: [1.1.59] Impossible to insert sufficient of non-stackable item
Replies: 3
Views: 1167

[1.1.59] Impossible to insert sufficient of non-stackable item

The recipe https://cdn.discordapp.com/attachments/860695145485303841/986041024604434452/unknown.png requires multiple remotes but the usual stack increase recipes seem to apply doesn't trigger, allowing you to only put 1 in. I'm not sure if the intended behaviour is to not allow such recipes or to a...
by Berserker55
Tue Jul 13, 2021 1:40 am
Forum: Resolved Problems and Bugs
Topic: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.
Replies: 2
Views: 1150

Re: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.

Yeah, can confirm a mistake on my part. For the mod a script launches the server 4 times (create empty world, launch empty world; rcon-communicate with mod, create mod-embedded world, launch mod-embedded world; rcon-communicate and begin gameplay) And the preset was applied on first step instead of ...
by Berserker55
Sat Jul 03, 2021 1:39 am
Forum: Resolved Problems and Bugs
Topic: [1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.
Replies: 2
Views: 1150

[1.1.35] Custom World Gen Preset does not take using Factorio Server to generate.

(For testing I ripped out everything unrelated from the mod, including locale) As you can see here: https://cdn.discordapp.com/attachments/860695145485303841/860695162891403274/unknown.png the preset works perfectly fine in Single-Player/ Gui However, if it's created via.. `Factorio.exe --create tes...
by Berserker55
Fri Apr 09, 2021 6:44 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1235

Re: Add force: all or similar to give-item modifier

That ... is a bit odd, yeah. I like that it overflows into the rest of the team, but I think it should be documented better how it works then and the give to all as an option would still be neat. Right now, while my solution works, I lose the tooltip thing that tells the player they'll get X of Y it...
by Berserker55
Fri Apr 09, 2021 12:04 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1235

Re: Add force: all or similar to give-item modifier

Then there seems to be a bug with that, as I had players complain it would only give to one player chosen seemingly at random, but consistently the same. I then implemented a on event handler and players became happy about the problem fixed.
by Berserker55
Tue Apr 06, 2021 9:15 pm
Forum: Modding interface requests
Topic: Add force: all or similar to give-item modifier
Replies: 4
Views: 1235

Add force: all or similar to give-item modifier

The https://wiki.factorio.com/Types/GiveItemModifierPrototype can award items upon tech completion. It appears if you want that item to be awarded to each player you have to set up an on completion handler. It would be nice if there was an additional field to tell it to award the items to the whole ...
by Berserker55
Mon Mar 29, 2021 3:30 pm
Forum: Won't fix.
Topic: factorio server on windows switches in and out of console
Replies: 2
Views: 1334

Re: factorio server on windows switches in and out of console

Might be nice to mention that in the --help output then.
by Berserker55
Mon Mar 29, 2021 2:50 pm
Forum: Won't fix.
Topic: factorio server on windows switches in and out of console
Replies: 2
Views: 1334

factorio server on windows switches in and out of console

I don't really know how to better describe it, but here is an image:
https://imgur.com/AuEsFwj
basically, launch server on windows, enter "test" and hit enter, repeat. Console keeps doing weird things.
by Berserker55
Sat Jun 03, 2017 2:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213390

Re: Bugs & FAQ

If you deconstruct/Mine a Gas Refinery you get an Advanced Gas Refinery back - only tested with MK1
by Berserker55
Fri May 26, 2017 2:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213390

Re: Bugs & FAQ

Same problem as fsponholz.
All infinite ores are disabled, that error comes up. I have downgraded to 0.5.7 which seems to work.
the infinite ores mod is installed.
by Berserker55
Sat Dec 10, 2016 6:12 pm
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141086

Re: [MOD 0.14.x] Modular Armor Revamp

Is there any chance that there'll be compatibility with Bobs added? Bring all the bob items in-line and offer higher tiers of items needing bob plates?
by Berserker55
Sun Oct 09, 2016 12:01 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159258

Re: [0.14.x] Bob's Mods: General Discussion

Hm, too bad ammo isn't a thing.
At least for the flame thing, you could maybe go with a plasma stream turret, that uses a large amount of energy, but is functionally a flamethrower.
by Berserker55
Sat Oct 08, 2016 10:19 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 159258

Re: [0.14.x] Bob's Mods: General Discussion

Some ideas after playing a bit with vehicle equipment; A train wagon without cargo but a larger equipment grid would be nice. I now like having a train going around my base as mobile turret and this would be great. Or an armoured cargo wagon MK2, that serves this purpose. In the 0.13 discussion thre...
by Berserker55
Sat Oct 08, 2016 9:45 am
Forum: Bob's mods
Topic: Couple of bugs. (solar name and bot placement)
Replies: 5
Views: 2186

Re: Couple of bugs. (solar name and bot placement)

So, for FARL, would it be possible for the farl mod to copy any changes mods made to the vanilla locomotive? If so, I'll bring it up in a thread over there.

Also a small thing I just came upon; power armor mk3 and upwards needs Alien Research (the colored alien vials), But it's not a prerequisite.
by Berserker55
Fri Oct 07, 2016 4:21 pm
Forum: Bob's mods
Topic: Couple of bugs. (solar name and bot placement)
Replies: 5
Views: 2186

Couple of bugs. (solar name and bot placement)

First, Whenever a vanilla construction or logistic bot is crafted, it goes into inventory. bobs go into hotbar. This also happens with bob constructions bots when they return from a personal roboport trip, which can be annoying. Secondly, some vehicle strings seem to be borked. 2016-10-07 18_18_01-F...
by Berserker55
Fri Sep 30, 2016 6:43 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213390

Re: Bugs & FAQ

I'm rather confused with angel's petrochem (also using refining and bobs).
There is no recipe for vanilla plastics, but it is needed for all vanilla/bob recipes and then there are 3 angels petrochem plastics that as far as I can tell, aren't used in any recipes at all.
by Berserker55
Sat Aug 27, 2016 3:44 pm
Forum: Pending
Topic: 0.14.1 Server "crashed" when exiting.
Replies: 2
Views: 1306

0.14.1 Server "crashed" when exiting.

ubuntu 64bit headless server, "crashes" when I exit using ctrl+c.

logfile in attachement.
by Berserker55
Fri Aug 26, 2016 8:59 pm
Forum: Tools
Topic: script to flag mods as comptible with 0.14
Replies: 1
Views: 2047

script to flag mods as comptible with 0.14

Just a quick script I put together to mark mods as compatible with factorio 0.14. Most mods will load just fine, due the minor changes made. To run: extract the modrepack.py into whatever folder holds your mods, just put it in there with all the mod .zip (does not work with uncompressed mods). Then,...

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