OK i did some more testing
Also on a new machine with a different dedicated server hoster
The problem continued even on a complete new machine yet i discovered a very weird answer for the problem. No final solution tough.
As soon as i added more than exactly 100 mods, i cannot connect anymore.
If ...
Search found 24 matches
- Thu Mar 16, 2023 4:32 pm
- Forum: Technical Help
- Topic: [1.1.76] Cannot establish connection to modded headless server
- Replies: 3
- Views: 1232
- Wed Mar 15, 2023 4:50 pm
- Forum: Technical Help
- Topic: [1.1.76] Cannot establish connection to modded headless server
- Replies: 3
- Views: 1232
Re: [1.1.76] Cannot establish connection to modded headless server
Disabeling user verification doesnt let me start the server at all
And another server running on the same machine has the same messages. But here i can connect without problem![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
![Confused :?](./images/smilies/icon_e_confused.gif)
And another server running on the same machine has the same messages. But here i can connect without problem
![Crying or Very Sad :cry:](./images/smilies/icon_cry.gif)
- Wed Mar 15, 2023 2:58 pm
- Forum: Technical Help
- Topic: [1.1.76] Cannot establish connection to modded headless server
- Replies: 3
- Views: 1232
[1.1.76] Cannot establish connection to modded headless server
Describe the problem as best as you can
What did you do?
I set up a headless linux server on my private machine. Complete new install, no old configs etc.
Created a save with all the mods on my local machine.
Uploaded the save and only the mods (no mods.json or mods.dat) to the remote machine.
Set ...
What did you do?
I set up a headless linux server on my private machine. Complete new install, no old configs etc.
Created a save with all the mods on my local machine.
Uploaded the save and only the mods (no mods.json or mods.dat) to the remote machine.
Set ...
- Thu Feb 11, 2021 10:04 am
- Forum: Technical Help
- Topic: Logitech RGB Controll does not work with 1.1 steam
- Replies: 4
- Views: 2053
Re: Logitech RGB Controll does not work with 1.1
OK so i tested a bit more
I downloaded the current stable version as .zip
With the non steam version it worked again. No problems with the LEDs
Now i deleted all config from the steam version under \Roaming\Factorio\ and let steam validate the game stuff.
No problems so far but again it didnt work ...
I downloaded the current stable version as .zip
With the non steam version it worked again. No problems with the LEDs
Now i deleted all config from the steam version under \Roaming\Factorio\ and let steam validate the game stuff.
No problems so far but again it didnt work ...
- Wed Feb 10, 2021 9:59 pm
- Forum: Technical Help
- Topic: Logitech RGB Controll does not work with 1.1 steam
- Replies: 4
- Views: 2053
Logitech RGB Controll does not work with 1.1 steam
Hello there.
So i started noticing that my keyboard doesnt change color anymore when i started factorio with the current Version of Factorio.
Some details: Steam Branch, Stabel, not experimental version, Logtech G 915, GHUB Version: 2020.12.9532
So i started the search for answers and came across ...
So i started noticing that my keyboard doesnt change color anymore when i started factorio with the current Version of Factorio.
Some details: Steam Branch, Stabel, not experimental version, Logtech G 915, GHUB Version: 2020.12.9532
So i started the search for answers and came across ...
- Sun Nov 29, 2020 9:16 pm
- Forum: Modding help
- Topic: [1.0] Replacing base game textures
- Replies: 4
- Views: 2096
Re: [1.0] Replacing base game textures
Thanks Deadlock989
That really helped me geting in to that stuff.
And i actually got it to work. But i hit another problem on my way.
I also want this effect to be placed on the mod Atmoic Artillery.
Now i went ahead and added it in a if function:
if mods ["AtomicArtillery"] then
table.insert ...
That really helped me geting in to that stuff.
And i actually got it to work. But i hit another problem on my way.
I also want this effect to be placed on the mod Atmoic Artillery.
Now i went ahead and added it in a if function:
if mods ["AtomicArtillery"] then
table.insert ...
- Sun Nov 29, 2020 6:04 pm
- Forum: Modding help
- Topic: [1.0] Replacing base game textures
- Replies: 4
- Views: 2096
Re: [1.0] Replacing base game textures
Ok got it
So if i want to supply a new atomic-bomb.lua in a mod, do is just supply a new atomic-bomb.lua in the mod under the same file structure as the original one or do i have to define it in a seperate file like data.lua, data-updates.lua or data-final-fixes.lua
And again, thanks for the help.
So if i want to supply a new atomic-bomb.lua in a mod, do is just supply a new atomic-bomb.lua in the mod under the same file structure as the original one or do i have to define it in a seperate file like data.lua, data-updates.lua or data-final-fixes.lua
And again, thanks for the help.
- Sat Nov 28, 2020 7:31 pm
- Forum: Modding help
- Topic: [1.0] Replacing base game textures
- Replies: 4
- Views: 2096
[1.0] Replacing base game textures
Hello there
So i tried replacing the nuclear scorch mark files with transparent 10x10px files.
I created the base mod and it is recognized by the game.
But the textures arent replaced.
I replaced the following files with the 10x10 px .png file :
nonukescorch_0.5.0\data\base\graphics\terrain\hr ...
So i tried replacing the nuclear scorch mark files with transparent 10x10px files.
I created the base mod and it is recognized by the game.
But the textures arent replaced.
I replaced the following files with the 10x10 px .png file :
nonukescorch_0.5.0\data\base\graphics\terrain\hr ...
- Fri Jul 05, 2019 6:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688983
Re: Development and Discussion
Congrats to becoming a dad!
ANd on the other subject, as others have mentioned make it to github. So this way you just have to check the commits done and approve and push the new update to the mod portal. Makes life wayyyyy easier for you
ANd on the other subject, as others have mentioned make it to github. So this way you just have to check the commits done and approve and push the new update to the mod portal. Makes life wayyyyy easier for you
- Fri Oct 12, 2018 3:53 pm
- Forum: Modding help
- Topic: Alien Biomes "problem"
- Replies: 0
- Views: 964
Alien Biomes "problem"
Hey there
I just stumbled upon Alien Biomes mod and downloaded it right away. Tough i have a little problem.
After i regenerated the tiles of my current map, no more biters/ores spawn anymore.
I double checked with "/c game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000 ...
I just stumbled upon Alien Biomes mod and downloaded it right away. Tough i have a little problem.
After i regenerated the tiles of my current map, no more biters/ores spawn anymore.
I double checked with "/c game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000 ...
- Mon Jan 15, 2018 7:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 123652
Re: [MOD 0.16] Realistic Reactors
Awww yeah.
I waited a long time for this! Thank you fir porting and extending the mod from GotLag!
If you now make it Angels/Bobs compatible i will allways love you!![Wink ;)](./images/smilies/icon_e_wink.gif)
Klasse gemacht! (ka ob man hier GEr schreiben darf
)
Cheers
I waited a long time for this! Thank you fir porting and extending the mod from GotLag!
If you now make it Angels/Bobs compatible i will allways love you!
![Wink ;)](./images/smilies/icon_e_wink.gif)
Klasse gemacht! (ka ob man hier GEr schreiben darf
![Wink ;)](./images/smilies/icon_e_wink.gif)
Cheers
- Fri Jan 12, 2018 11:25 am
- Forum: Technical Help
- Topic: Set max ping for Multiplayer
- Replies: 3
- Views: 2087
Re: Set max ping for Multiplayer
Exactly the contrary.
I want people to be able to join even with a high ping.
A friend of mine has a very bad provider in Berlin (Vodafone). He is able to play other games without a problem in MP/pvp
Only Factorio is a prpblem
Or does the architecture of the game simply prohibit something like a ...
I want people to be able to join even with a high ping.
A friend of mine has a very bad provider in Berlin (Vodafone). He is able to play other games without a problem in MP/pvp
Only Factorio is a prpblem
Or does the architecture of the game simply prohibit something like a ...
- Thu Jan 11, 2018 11:26 pm
- Forum: Technical Help
- Topic: Set max ping for Multiplayer
- Replies: 3
- Views: 2087
Set max ping for Multiplayer
Hey there
Is it somehow possible to set the max ping for a server, be it local or didicated headless client on linux?!
Thank you for your help!
Is it somehow possible to set the max ping for a server, be it local or didicated headless client on linux?!
Thank you for your help!
- Mon Jan 08, 2018 5:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688983
Re: Development and Discussion
Hey there
Just wanted to ask if the following string errors are due to the ALPHA nature of the mod or if this is caused by another mod. Just so i can cross out the mod itself for this error. So not shure if this might also be worth a bug report in the appropriate thread ;)
https://i.imgur.com ...
Just wanted to ask if the following string errors are due to the ALPHA nature of the mod or if this is caused by another mod. Just so i can cross out the mod itself for this error. So not shure if this might also be worth a bug report in the appropriate thread ;)
https://i.imgur.com ...
- Thu Apr 27, 2017 3:37 pm
- Forum: Modding help
- Topic: Restart a scenario (headless client)
- Replies: 0
- Views: 802
Restart a scenario (headless client)
Hello there
So i was messing around with a scenario but then i wanted to start it anew after the mission was accomplished. So i searched for hints on how to do this but i havent found anything.
Are we only able to restart the scenario via reloading the map/save from the start?
Thank you for your ...
So i was messing around with a scenario but then i wanted to start it anew after the mission was accomplished. So i searched for hints on how to do this but i havent found anything.
Are we only able to restart the scenario via reloading the map/save from the start?
Thank you for your ...
- Sun Oct 09, 2016 12:30 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 125319
Re: [0.14] Reactors
Just wanted to share my power plant with you.
It has a bit messy circutry, but it works![Wink ;)](./images/smilies/icon_e_wink.gif)
![Image](https://forums.factorio.com/images/ext/58ad5c66fd63eb5a63fd35aab58a549d.jpg)
The light light up if reactor at efficiency <21 red <95 yellow >95 green
And the surrounding lights light up if there is an emergency shutdown![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
It has a bit messy circutry, but it works
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Image](https://forums.factorio.com/images/ext/58ad5c66fd63eb5a63fd35aab58a549d.jpg)
The light light up if reactor at efficiency <21 red <95 yellow >95 green
And the surrounding lights light up if there is an emergency shutdown
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed Sep 28, 2016 7:58 pm
- Forum: Releases
- Topic: Version 0.14.10
- Replies: 37
- Views: 27463
Re: Version 0.14.10
[*] Fixed that Factorio wouldn't give an error when --start-server-load-scenario was combined with --start-server or --start-server-load-latest. (33055)
I think you got a bit overzealous, there. New bug time!
$ /nix/store/pgfys3md3z31dklrpypx0ckwks16fjw2-factorio-headless-0.14.10/bin/.factorio ...
I think you got a bit overzealous, there. New bug time!
$ /nix/store/pgfys3md3z31dklrpypx0ckwks16fjw2-factorio-headless-0.14.10/bin/.factorio ...
- Mon Sep 26, 2016 9:12 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 244404
Re: ModMyFactory - mod manager and more
Ohh and if i am at it :D
Maybe color coding? So you could mark different mods with colors
Search field. It gets very fast crowded in the mod list ;)
A direct link to this thread maybe. Makes bug and feature reporting easier
Does the login feature doesnt work atm? If it does do you have a ...
Maybe color coding? So you could mark different mods with colors
Search field. It gets very fast crowded in the mod list ;)
A direct link to this thread maybe. Makes bug and feature reporting easier
Does the login feature doesnt work atm? If it does do you have a ...
- Mon Sep 26, 2016 8:12 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 468
- Views: 244404
Re: ModMyFactory - mod manager and more
Great program!
Just a small suggestion. Drag and drop for factorio zip versions and mods would be awesome. Thanks
Just a small suggestion. Drag and drop for factorio zip versions and mods would be awesome. Thanks
- Sat Apr 30, 2016 12:40 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Shuttle Train v1.1.0
- Replies: 46
- Views: 43204
Re: [MOD 0.12.x] Shuttle Train v1.0.0
Got something new for you ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Image](http://puu.sh/oB8zF/894cb467c8.png)
It seems to conflict with the [MOD 0.12.x] The 8L Train Project v1.2.2 (Updated '16-04-12). It doesnt crash without this mod ^^
Just a heads up for you to prevent further complications in the future![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Cheers
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Image](http://puu.sh/oB8zF/894cb467c8.png)
It seems to conflict with the [MOD 0.12.x] The 8L Train Project v1.2.2 (Updated '16-04-12). It doesnt crash without this mod ^^
Just a heads up for you to prevent further complications in the future
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Cheers