Search found 54 matches
- Wed May 19, 2021 5:41 pm
- Forum: General discussion
- Topic: [QoL] Get rid of false I/O with liquids
- Replies: 3
- Views: 1884
[QoL] Get rid of false I/O with liquids
I am unsure why this must be fixed every time over additional mods or with X recipes to fit for a nice production chain but it causes every time headaches to me. What I mean? Yes, that the outputs, even in vanilla from the Refinery are not equal to the chemical plant which isn't solved by simply rot...
- Wed May 19, 2021 5:25 pm
- Forum: Not a bug
- Topic: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED (MR)
- Replies: 46
- Views: 26482
Re: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED (MR)
Would this also solve my problem posted here: viewtopic.php?f=47&t=98339 ?
Version 1.1.13
Drivers up to date
Only Factorio is affected and only while I am in the main menu. I must admit that it is a bit modded, incl. HD Graphics Mods
Version 1.1.13
Drivers up to date
Only Factorio is affected and only while I am in the main menu. I must admit that it is a bit modded, incl. HD Graphics Mods
- Thu May 13, 2021 8:39 pm
- Forum: Duplicates
- Topic: Game Crashes on NVIDIA Cards
- Replies: 1
- Views: 1204
Game Crashes on NVIDIA Cards
I am getting this twice but I am definitly not going to enable OpenGL as it flickers when switching the window which shouldn't be happen. If you need some system specs or similar, let me know it. If the image is not good to read, here is the url to it: Factorio Crash with NVIDIA 1080 TI https://i.im...
- Fri May 22, 2020 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.25]
- Replies: 4
- Views: 1851
Re: [0.18.25]
Hey posila,
it is working just fine and reported the culprit, which removed the tileset
Looking now, if there is already a fix otherwise I'll open a bug report there
it is working just fine and reported the culprit, which removed the tileset
Looking now, if there is already a fix otherwise I'll open a bug report there
- Thu May 21, 2020 11:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.25]
- Replies: 4
- Views: 1851
- Thu May 21, 2020 1:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.25]
- Replies: 4
- Views: 1851
[0.18.25]
Hey there, since the update from 0.18.22 to 0.18.25 I am getting this error: https://i.imgur.com/XfxqLT3.png When I klick "Disable listed mods" and restart, the same error occures but does not list any mods and let me only the option to disable all listed mods and load in plain vanilla. Wh...
- Thu Apr 30, 2020 5:05 pm
- Forum: Implemented mod requests
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 9394
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 poss...
- Thu Apr 30, 2020 7:12 am
- Forum: Implemented mod requests
- Topic: No more than 255 tiles?
- Replies: 21
- Views: 9394
No more than 255 tiles?
I report this as a bug because this game, compared to e. g. minecraft, is not written in java so I don't understand any limitation here and after all not for tiles. Modding was implemented very early so why limitin tiles to 255 in times where PCs have at last +8 GB memory and at last a quad-core cpu...
- Wed Nov 20, 2019 4:12 pm
- Forum: Gameplay Help
- Topic: Cleaning up the mod mess
- Replies: 2
- Views: 1666
Re: Cleaning up the mod mess
So I could remove 5Dim and FE+, right and can left all other mods in there?
- Wed Nov 20, 2019 6:08 am
- Forum: Gameplay Help
- Topic: Cleaning up the mod mess
- Replies: 2
- Views: 1666
Cleaning up the mod mess
Hey together, I want to play modded factorio but there are many mods out which I am interested in and this resulted in the following modlist: https://hastebin.com/ixedorusef.json Problem here is, that there are 3~4 big mod combs are in it and that's definitly to much. What should definitly be in the...
- Sat Nov 16, 2019 2:34 am
- Forum: Ideas and Suggestions
- Topic: Let Nuclear Reactors readable by the Circuit Network
- Replies: 3
- Views: 1503
Let Nuclear Reactors readable by the Circuit Network
Since NRs are running all the time it is horrible to feed only one fuel rod if needed! And why is that a problem and not solvable? Because there is implementation for CN or LN with the options to read and send the content of the fuel slot and also of the usage from the last consumed fuel. This is sm...
- Mon Sep 03, 2018 10:20 am
- Forum: Texture Packs
- Topic: [REQUEST] Machines for my food-based mod
- Replies: 29
- Views: 15748
Re: [REQUEST] Machines for my food-based mod
His mod works in a very different system than my mod, but i think it would be possible to make some sort of bridge between the two mods. But I don't plan on continuing with this mod, so I am not going to do it. On the other hand you or somebody else can get in touch with him and you can make the br...
- Tue Jun 19, 2018 2:10 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 171465
Re: [MOD 0.16.x]Factorio Extended 0.3.1
Getting this error with Bob's Mods, pls fix it, thanks:
- Mon Feb 12, 2018 12:24 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Another question ... it is nice to stack/crate items but it is not worth if the max stack size is X times smaller then the non-stack size. Means, if I stack 100 iron ore it should then be stacked to 100 stacked iron ore containing 500 iron ore, otherwise stacking makes no sense, because you want to...
- Mon Feb 12, 2018 11:21 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
But isn't it the same at the end? Just passing on what the game makers said. Hmmm, well, I'll see what will happen in SMP :) Another question ... it is nice to stack/crate items but it is not worth if the max stack size is X times smaller then the non-stack size. Means, if I stack 100 iron ore it s...
- Mon Feb 12, 2018 8:26 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
But isn't it the same at the end? I don't want hard requirements, I want soft ones (optional ones). Means that I must do an additional pre-check. I am confused why changing it should disrupt the SP and the SMP because if u play on a server you must have the same mods or it will not let you connect (...
- Sun Feb 11, 2018 9:13 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Well, I could grab the created images and save them or I grab the affected images and stack them 5 times. Should be fine I think.
But yes, it is a lot of work an will take a while but also there will be much more in my collection as long as it is worth to be stacked
and/or packed ^^
But yes, it is a lot of work an will take a while but also there will be much more in my collection as long as it is worth to be stacked
and/or packed ^^
- Sun Feb 11, 2018 7:11 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Well, this is then easy. Would it be possible only to require lua files in the data-final-fixes.lua and then define everything per mod? Yeah, seems sensible. Edited to add: you can do a conditional stacking only if the mod is installed like this: if deadlockstacking and mods["bob-logistics&quo...
- Sun Feb 11, 2018 3:18 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Thanks for the fast replay :) Well, this is then easy. Would it be possible only to require lua files in the data-final-fixes.lua and then define everything per mod? Because I think that there will be a few mods with which I play and putting in all of them in one file could then be realy long and if...
- Sun Feb 11, 2018 2:33 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245190
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Hey, have a small question: If I want to have items/fluids stacked but they are not already stackable would it be easier to extract the affected mod and add the requ. lines or over an helper mod like stated in you PDF? If it would be better over a helper mod (and asking then the modauther for offici...