This error now occured every time I wanted to update Factorio (currently 1.1.106). Had to download each vesion manually. I'm using ZIP version.
Every time, it was another file containing unexpected contents.
Search found 175 matches
- Sat Mar 30, 2024 8:17 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 769
- Sat Mar 30, 2024 8:03 am
- Forum: Combinator Creations
- Topic: Liquid level regulator
- Replies: 9
- Views: 577
Re: Liquid level regulator
This type of circuit you created is called "Schmitt trigger".
- Thu Mar 28, 2024 1:54 pm
- Forum: Modding discussion
- Topic: How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
- Replies: 0
- Views: 116
How is LuaEntity::energy calculated? Compared to energy_usage and max_energy_usage
What is the difference between LuaEntityPrototype::max_energy_usage and LuaEntityPrototype::energy_usage for "normal" consumer entities? They return the same value, which is the maximum power consumption (in W) - drain and divided by 60 (result is Joules per tick). When calling LuaEntity::...
- Tue Feb 06, 2024 9:15 am
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 2
- Views: 773
Re: Allow event for a cliff being destroyed
What you also could do is to add a script trigger event to the capsule: table.insert(data.raw.projectile["cliff-explosives"].action[1].action_delivery.target_effects, { type = "script", effect_id = "cliff-explosives" }) And then use the event: script.on_event(defines.ev...
- Sat Feb 03, 2024 7:14 am
- Forum: Technical Help
- Topic: [1.1.103] Error updating to 1.1.104
- Replies: 8
- Views: 769
Re: [1.1.103] Error updating to 1.1.104
I have a similar error (I downloaded 103 as ZIP):
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
Checking update packages failed: File D:/Spiele/Factorio Vanilla/data/../doc-html/builtin-types.html has unexpected content
Can't attach the file as it says invalid file extension.
- Fri Jan 26, 2024 9:10 am
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 614
Re: Learn-a-Language Special (Ft. Factorio) [GER]
It's also probably a good idea to set a concrete goal/expectation so we know what we're looking at going in. Something like 'We'd play for four hours a week, for 8 weeks', but that's probably easier to organize over a call. I wouldn't go for such a time-related goal, maybe even not for a game-relat...
- Wed Jan 24, 2024 7:08 pm
- Forum: Multiplayer
- Topic: Learn-a-Language Special (Ft. Factorio) [GER]
- Replies: 8
- Views: 614
Re: Learn-a-Language Special (Ft. Factorio) [GER]
This is a great idea and I would offer myself, but you have to consider timezones. Australia is 8-10 hours later than germany, so when I'm home from work you'll be asleep already, if you don't want to play your whole night :shock: Weekend are the only possible days when playing in your afternoon and...
- Fri Jan 19, 2024 11:20 am
- Forum: Modding help
- Topic: create surface with specific pollution settings
- Replies: 1
- Views: 172
create surface with specific pollution settings
When I create a new surface using pollution settings, they are not applied. I want to have a diffusion by 0, but whatever I change in these values the spreading is the same. local surface_map_settings = { pollution={ enabled = true, diffusion_ratio = 0, min_to_diffuse = 15, ageing = 0.1, expected_ma...
- Tue Jan 16, 2024 8:40 pm
- Forum: Mods
- Topic: [1.1] Subsurface
- Replies: 0
- Views: 212
[1.1] Subsurface
This aims to be a complete rewrite of the old mod (https://forums.factorio.com/viewtopic.php?t=19178 by StanFear) to the new versions of Factorio. Mod portal link: https://mods.factorio.com/mod/Subsurface It is in a working state containing player, item and fluid elevators as well as power and circu...
- Mon Jan 08, 2024 8:21 am
- Forum: Questions, reviews and ratings
- Topic: Ingredient tree mod?
- Replies: 3
- Views: 419
Ingredient tree mod?
Hello, is there a mod which lets me see all ingredient for a specific item and amount that goes as deep as I want? For example: I want to know which and how much items I need for 100 green science packs. That would be 100 belts and 100 inserters. My factory already produces belts, so I dont want to ...
- Sun Dec 31, 2023 11:00 am
- Forum: Resolved Requests
- Topic: [1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
- Replies: 3
- Views: 527
[1.1] on_pre_ghost_deconstructed fires on item-requester-proxy
The event on_pre_ghost_deconstructed (and maybe on_pre_ghost_upgraded too) also fires if you deconstruct an item request proxy. That causes errors like: Error while running event **::on_pre_ghost_deconstructed (ID 96) Entity is not ghost. which is nothing you expect on events that are for ghosts. If...
- Sun Dec 31, 2023 10:53 am
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1556
Re: [Mod] Get your circuit wires back
I think so, I already prepared some stuff.FuryoftheStars wrote: ↑Wed Nov 29, 2023 11:45 pmYeah, I like this mod. I hope it's still possible to do after 2.0.
- Mon Oct 23, 2023 9:11 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.89+] disconnect_neighbour on power switches
- Replies: 1
- Views: 888
[1.1.89+] disconnect_neighbour on power switches
In 1.1.89, LuaEntity::copper_connection_definitions (support for distinguishing between left and right side of a power switch) was added but I don't know if it relates here: Using disconnect_neighbour on an electric pole which is connected to the right side of a power switch does not work (WireConne...
- Wed Aug 31, 2022 11:18 am
- Forum: Implemented mod requests
- Topic: connect_neighbour and disconnect_neighbour for Power Switch
- Replies: 4
- Views: 1932
Re: connect_neighbour and disconnect_neighbour for Power Switch
I have a question related to this topic.
How can you read the copper connections of a power switch? When using "circuit_connection_definitions", it gives you all connected poles but not which side of the switch (just -1 for source_circuit_id and target_circuit_id).
How can you read the copper connections of a power switch? When using "circuit_connection_definitions", it gives you all connected poles but not which side of the switch (just -1 for source_circuit_id and target_circuit_id).
- Wed Aug 31, 2022 8:30 am
- Forum: Resolved Problems and Bugs
- Topic: Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded
- Replies: 1
- Views: 1817
Event filters: on_pre_ghost_deconstructed and on_pre_ghost_upgraded
The filters for both events seem not to work properly. I tried the "circuit-network-connectable" and "rail" filter, which didn't work, but the "ghost_type" filter works. Since these are events which are only applied on ghosts, the "ghost", "ghost_name&quo...
- Sat Aug 20, 2022 3:04 pm
- Forum: Mods
- Topic: [Mod] Train stop with multiple names
- Replies: 0
- Views: 638
[Mod] Train stop with multiple names
Ever wanted one train stop to handle different trains differently? You could do this by operate the inserters dependent on train ID, but when it comes to disable the stop for different trains, this will not work. You also could use LTN but this is not for everyone and every usecase. What does this ...
- Tue May 10, 2022 8:22 am
- Forum: Not a bug
- Topic: LuaEntity.circuit_connected_entities is 0 when fast replacing
- Replies: 1
- Views: 824
LuaEntity.circuit_connected_entities is 0 when fast replacing
When accessing LuaEntity.circuit_connected_entities.red/green or LuaEntity.circuit_connection_definitions in on_robot_mined_entity and on_pre_player_mined_item, the arrays of both are empty, but ONLY in case the player is fast replacing or the robot is upgrading this entity. In other cases (mining a...
- Mon Apr 18, 2022 5:18 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 76583
Re: [MOD 1.1] Oxygen
I made another update to implement suggestions and fix bugs from the past. ----------------------------- Features: - Pollution now increases oxygen consumption - Scoreboard now shows remaining time of oxygen supply (can be disabled in settings) Changes: - More than one gas masks do not have any effe...
- Wed Apr 13, 2022 7:58 pm
- Forum: Modding help
- Topic: MOD Burner Filter Inserter -- Refuel from belt issue
- Replies: 2
- Views: 910
Re: MOD Burner Filter Inserter -- Refuel from belt issue
When the inserter has no fuel item in it, you could check the belt for fuel items and then set the filter to that item for a short time. I don't know if there's an event for that, elsewhere there must be a check every x ticks for all burner inserters.
- Tue Apr 12, 2022 2:54 pm
- Forum: Mods
- Topic: [Mod] Get your circuit wires back
- Replies: 5
- Views: 1556
[Mod] Get your circuit wires back
Have you ever been angry that you don't get tons of red and green wires back when redesigning your circuits? Here is the solution!
https://mods.factorio.com/mod/GetWiresBack
But: no more free wires from blueprints!
https://mods.factorio.com/mod/GetWiresBack
But: no more free wires from blueprints!