Search found 14 matches

by GeneralTank
Thu Dec 07, 2023 6:35 pm
Forum: Mod portal Discussion
Topic: Error: Failed to upload mod: Unknown error. (code: 500)
Replies: 14
Views: 4980

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.
by GeneralTank
Wed Sep 15, 2021 4:18 am
Forum: Technical Help
Topic: [1.1.39] Can't update mods
Replies: 2
Views: 1192

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.
by GeneralTank
Sat Sep 04, 2021 10:04 pm
Forum: Technical Help
Topic: [1.1.39] Can't update mods
Replies: 2
Views: 1192

[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)
by GeneralTank
Mon Feb 01, 2021 10:07 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 55168

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...
by GeneralTank
Thu Jan 14, 2021 1:26 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 265
Views: 117113

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.
by GeneralTank
Tue Dec 29, 2020 5:31 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 55168

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...
by GeneralTank
Wed Dec 23, 2020 8:44 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 55168

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.
by GeneralTank
Sun Jul 12, 2020 8:30 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 47
Views: 20257

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...
by GeneralTank
Sat May 02, 2020 12:57 pm
Forum: Implemented mod requests
Topic: No more than 255 tiles?
Replies: 21
Views: 9455

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 ...
by GeneralTank
Fri May 01, 2020 1:04 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 37532

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...
by GeneralTank
Fri May 01, 2020 10:59 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 37532

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...
by GeneralTank
Fri May 01, 2020 8:22 am
Forum: Implemented mod requests
Topic: No more than 255 tiles?
Replies: 21
Views: 9455

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...
by GeneralTank
Mon Feb 24, 2020 6:51 am
Forum: Ideas and Suggestions
Topic: We need alien tech back!
Replies: 75
Views: 20071

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...
by GeneralTank
Sun Feb 16, 2020 4:35 am
Forum: Ideas and Suggestions
Topic: We need alien tech back!
Replies: 75
Views: 20071

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...

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