Hi,
I liked the old mod Repair to start where every building that has been placed started with 1 HP, so you needed to repair them first to make them work. But now with 2.0 or so the mod does not work anymore.
Is there a similar mod or can someone fix the script for me?
Error:
Error while running ...
Search found 31 matches
- Mon Jul 28, 2025 4:06 pm
- Forum: Questions, reviews and ratings
- Topic: Old mod does not work anymore, can someone help me?
- Replies: 0
- Views: 176
- Sun Aug 16, 2020 6:44 pm
- Forum: Modding help
- Topic: How to replace a graphic inside an array?
- Replies: 2
- Views: 1139
Re: How to replace a graphic inside an array?
Ok it works now!
Maybe as help for others... arrays start with 1 and not with 0 in lua
.
Maybe as help for others... arrays start with 1 and not with 0 in lua

- Sun Aug 16, 2020 5:56 pm
- Forum: Modding help
- Topic: How to replace a graphic inside an array?
- Replies: 2
- Views: 1139
How to replace a graphic inside an array?
Hi,
I want to replace a graphic of a custom tank that has a list (or array) or 3 elements inside the layer element. The first one has the normal png file, the second the shadow and the third one the color mask png file.
How do I replace the first, the second and third element?
Does something like ...
I want to replace a graphic of a custom tank that has a list (or array) or 3 elements inside the layer element. The first one has the normal png file, the second the shadow and the third one the color mask png file.
How do I replace the first, the second and third element?
Does something like ...
- Sun May 10, 2020 2:23 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 40710
Re: Meaningful Content Update
[...] if you like to play it a bit more spicey with a bigger focus on warfare, there are just 2 alien models to blow up and this becomes boring after some while.
And that's where the fantastic mods the community has developed come into play! There are many bitter mods.
I'm very glad the base ...
- Sun May 10, 2020 8:27 am
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 40710
Re: Meaningful Content Update
One of the great things about Factorio is how stable and optimized it is.
It's a near-perfect gem in a sea of bloated buggy games.
We should value this.
You just gave the answer why I totally disagree with you. The game IS already in a absolute stable state where there is so much already ...
- Sun May 10, 2020 8:23 am
- Forum: Technical Help
- Topic: Multiplayer lag\freezing
- Replies: 5
- Views: 2720
Re: Multiplayer lag\freezing
ME and a friend we have the same issue. Is there no setting that could help here? 

- Fri May 08, 2020 8:22 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 40710
Re: Meaningful Content Update
While I enjoy reading the blog and seeing small tweaks and graphical updates to the game, none of it is enough to really pull me back into the game. I've been reading the Friday blog for years now, and I can't help but be a little disappointed that there hasn't really been many new features.
I ...
- Sat Aug 17, 2019 9:04 pm
- Forum: Modding help
- Topic: How can I increase construction times for all buildings?
- Replies: 8
- Views: 2947
Re: How can I increase construction times for all buildings?
Thank you. I didnt knew that the belts still work with 1 hp. I also found out, that you can give some starting items which you can chose in PvP mode. So I can give each one a roboport at start
.

- Sat Aug 17, 2019 8:34 pm
- Forum: Modding help
- Topic: How can I increase construction times for all buildings?
- Replies: 8
- Views: 2947
Re: How can I increase construction times for all buildings?
I've made a mod where you need to repair buildings before they can work:
https://mods.factorio.com/mod/RepairToStart
The repairing needs some time, so you cannot just spam with turrets.
That is great! I just tried it out and it would work perfectly. But the start until you have drones is very ...
- Sat Aug 17, 2019 7:31 pm
- Forum: Modding help
- Topic: How can I increase construction times for all buildings?
- Replies: 8
- Views: 2947
Re: How can I increase construction times for all buildings?


- Sat Aug 17, 2019 7:20 pm
- Forum: Modding help
- Topic: How can I increase construction times for all buildings?
- Replies: 8
- Views: 2947
How can I increase construction times for all buildings?
Hi,
I would like to give buildings a specific construction time. With construction time I mean the time, a building needs to be placed on the ground (manually or with construction drones).
In multiplayer it shouldnt be possible to run around with dozens of towers in your backpack and instantly ...
I would like to give buildings a specific construction time. With construction time I mean the time, a building needs to be placed on the ground (manually or with construction drones).
In multiplayer it shouldnt be possible to run around with dozens of towers in your backpack and instantly ...
- Sat Aug 17, 2019 6:57 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 132916
Re: [MOD 0.15] AAI Industry
Hi Earendel,
I discovered a bug:
The spiked concrete walls are indestructable with the tank (and maybe other weapons). YOu can damage it but when it would only withstand one last hit, the wall does not get any more damage. This is very bad in multiplayer.
Maybe you can fix it?
Workflow to test it ...
I discovered a bug:
The spiked concrete walls are indestructable with the tank (and maybe other weapons). YOu can damage it but when it would only withstand one last hit, the wall does not get any more damage. This is very bad in multiplayer.
Maybe you can fix it?
Workflow to test it ...
- Thu May 09, 2019 8:31 pm
- Forum: Modding help
- Topic: Question about turrets and their weapon behaviour
- Replies: 3
- Views: 1603
Re: Question about turrets and their weapon behaviour
The code is very simple. For the base bullets this is what the original mod does:
local am_type = {
category = "bullet",
target_type = "direction",
action = {
{
type = "direct",
action_delivery = {
{
type = "projectile",
projectile = 'shotgun-pellet',
starting_speed = 1.1,
direction ...
local am_type = {
category = "bullet",
target_type = "direction",
action = {
{
type = "direct",
action_delivery = {
{
type = "projectile",
projectile = 'shotgun-pellet',
starting_speed = 1.1,
direction ...
- Wed May 08, 2019 7:13 pm
- Forum: Modding help
- Topic: Question about turrets and their weapon behaviour
- Replies: 3
- Views: 1603
Question about turrets and their weapon behaviour
Hello guys,
I downloaded a mod that made the SMG and pistol an aiming weapon with real projectiles coming out of the guns if normal bullets were used.
I managed to expand this behaviour to all kind of bullets for the named weapons and the vehicles.
But I am not able to do this for the turrets so ...
I downloaded a mod that made the SMG and pistol an aiming weapon with real projectiles coming out of the guns if normal bullets were used.
I managed to expand this behaviour to all kind of bullets for the named weapons and the vehicles.
But I am not able to do this for the turrets so ...
- Tue May 07, 2019 8:27 pm
- Forum: Not a bug
- Topic: Medium and big drones dont have attack sounds
- Replies: 2
- Views: 1225
Re: Medium and big drones dont have attack sounds
But in beams.lua there is a function called "function make_laser_beam(sound)".
- Tue May 07, 2019 3:10 pm
- Forum: Not a bug
- Topic: Medium and big drones dont have attack sounds
- Replies: 2
- Views: 1225
Medium and big drones dont have attack sounds
I cannot hear the lasers or lightning guns of my flying drones. That feels a bit meh 

- Wed Feb 27, 2019 6:05 pm
- Forum: Mods
- Topic: Can someone help me make these two mods run in 0.17?
- Replies: 4
- Views: 2340
Re: Can someone help me make these two mods run in 0.17?
I cant contact them because somehow I can not log in to the mod portal... It should be the same as I am using here, but I cant enter 

- Wed Feb 27, 2019 5:43 pm
- Forum: Mods
- Topic: Can someone help me make these two mods run in 0.17?
- Replies: 4
- Views: 2340
Can someone help me make these two mods run in 0.17?
Hello,
I would like to have two mods in 0.17 from 0.16, but they produce errors after start. Just adjusting the .jar file does not help. Something with the code must be wrong and needs fixing
vtk-cannon mod:
https://mods.factorio.com/mod/vtk-cannon-turret
error: ...technology-cannon-turret.kua ...
I would like to have two mods in 0.17 from 0.16, but they produce errors after start. Just adjusting the .jar file does not help. Something with the code must be wrong and needs fixing
vtk-cannon mod:
https://mods.factorio.com/mod/vtk-cannon-turret
error: ...technology-cannon-turret.kua ...
- Sun Nov 18, 2018 2:12 pm
- Forum: Modding help
- Topic: Need scripting help to find error
- Replies: 8
- Views: 3283
Re: Need scripting help to find error
Code: Select all
if global.playerstartlocations[1] then
unit.set_command{type = defines.command.attack_area, global.playerstartlocations[1], radius = 1500}
else
game.player[1].print("global.playerstartlocations[1] is null")
end
- Sun Nov 18, 2018 12:44 pm
- Forum: Modding help
- Topic: Need scripting help to find error
- Replies: 8
- Views: 3283
Re: Need scripting help to find error
Ok this works:
(at least for the error described above)
Code: Select all
table.insert(global.playerstartlocations, nearest_playerport)