Search found 14 matches
- Thu Dec 07, 2023 6:35 pm
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 14
- Views: 4742
Re: Error: Failed to upload mod: Unknown error. (code: 500)
I'm currently getting this error trying to upload a mod to the mod portal.
- Wed Sep 15, 2021 4:18 am
- Forum: Technical Help
- Topic: [1.1.39] Can't update mods
- Replies: 2
- Views: 1154
Re: [1.1.39] Can't update mods
It appeared to be related. I removed many of the old mods that don't work in 1.1 and older versions of current mods. That has fixed the issue.
- Sat Sep 04, 2021 10:04 pm
- Forum: Technical Help
- Topic: [1.1.39] Can't update mods
- Replies: 2
- Views: 1154
[1.1.39] Can't update mods
After updating to the latest version of Factorio I'm having issues updating mods. I can install them just fine but I can't update them.
Error reads
API call failed: (path: 'api/mods', status:414)
Error reads
API call failed: (path: 'api/mods', status:414)
- Mon Feb 01, 2021 10:07 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 54189
Re: [MOD 0.16 - 1.0] Realistic Electric Trains
Hello everyone! I'm happy to see that there is apparently someone who found the time to update my mod to the latest version. However, I'd actually prefer if one of those authors (or multiple) took over my project and continued developing under the same name rather than creating 3(!) individual fork...
- Thu Jan 14, 2021 1:26 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 114459
Re: [MOD 0.16] Bulk Rail Loaders
@Therax Krastorio 2 had renamed a bunch of items from Krastorio Legacy so the K2 version doesn't load in your mod. lithium , lithium-chloride and silicon being the ones that don't work. While quartz and coke have used other mods names and do load.
- Tue Dec 29, 2020 5:31 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 54189
Re: [MOD 0.16 - 1.0] Realistic Electric Trains
There are some typos in his path code, not sure how it worked enough for him to release unless it only works if the original old mod is also installed? Changes I made to fix it: - In data.lua, change line 3 to mod = "Realistic_Electric_Trains_fix" - In prototypes/entity.lua, change the pa...
- Wed Dec 23, 2020 8:44 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 54189
Re: [MOD 0.16 - 1.0] Realistic Electric Trains
Hey I managed to get this mod working in 1.1 Is there a way to get my fixed version uploaded to the original mod page. Otherwise I'm going to upload it myself.
- Sun Jul 12, 2020 8:30 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 19932
Re: IR in 0.18
https://mods.factorio.com/mod/IndustrialRevolutionV18 Deadlock explicitely chose a licensing that forbids what you did. On the page you link in your version is written : See the license for details about what you are and are not permitted to do with it. TL;DR - you can modify it for your own person...
- Sat May 02, 2020 12:57 pm
- Forum: Implemented for 2.0
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 8795
Re: No more than 255 tiles?
Alien biomes tells you in the log which tiles are loaded and which not... Ah BTW it also let you disable alien tiles to make room for other mods. Not as easy as just seeing a number in the in game mod portal. Basically I want the ability to see i real time in game if enabling a mod or an option in ...
- Fri May 01, 2020 1:04 pm
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 36905
Re: Version 0.18.22
There was an early enough warning for this change There was warning, but it was issued years ago, There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more lucky that the cha...
- Fri May 01, 2020 10:59 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 36905
Re: Version 0.18.22
There was an early enough warning for this change There was warning, but it was issued years ago, There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more lucky that the cha...
- Fri May 01, 2020 8:22 am
- Forum: Implemented for 2.0
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 8795
Re: No more than 255 tiles?
Well, wouldn't it possible to check if an game instance is loading more than the "base" mode? If "yes" > Modded Game > Allow more than 255 tiles at own risk If "No" > Let the limit untouched because nothing todo here (or maybe reduce it, if possible) Or is this not pos...
- Mon Feb 24, 2020 6:51 am
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 19676
Re: We need alien tech back!
Based on FFF #162 discussing their removal, So long and thanks for all the science Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has m...
- Sun Feb 16, 2020 4:35 am
- Forum: Ideas and Suggestions
- Topic: We need alien tech back!
- Replies: 75
- Views: 19676
Re: We need alien tech back!
Based on FFF #162 discussing their removal, So long and thanks for all the science Kovarex's playthrough of the current 0.15 has been continued in good form early this week, with him making the transition from a main bus to a station/outpost based factory. Feeding his factories growing thirst has m...