I think there is a performance issue when using lots of goto-controllers and/or cargo-readers.
I would really like to have goto-controllers that can send trains to one of multiple stations depending on circuit signal.
That would reduce the amount of goto-controllers I need.
Search found 39 matches
- Tue Sep 13, 2016 8:14 pm
- Forum: Mods
- Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
- Replies: 61
- Views: 54545
- Fri Sep 09, 2016 5:46 pm
- Forum: Mods
- Topic: [0.13.10] Factorio Maps
- Replies: 3
- Views: 2518
Re: [0.13.10] Factorio Maps
Factorio crashes to desktop on starting with this mod installed.
It says: "Style of type Button has parent element cmm_button_style which does not exist"
I'm using factorio 0.13.20
It says: "Style of type Button has parent element cmm_button_style which does not exist"
I'm using factorio 0.13.20
- Tue Sep 06, 2016 11:45 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141127
Re: [MOD 0.13.x] Modular Armor Revamp
Awesome! Looks like it works now.
- Sun Sep 04, 2016 11:42 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141127
Re: [MOD 0.13.x] Modular Armor Revamp
I got the old version back and at least it works now. But I assume the next time I load the save it doesn't work anymore.
- Sun Sep 04, 2016 10:50 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141127
Re: [MOD 0.13.x] Modular Armor Revamp
Sadly... it worked once. But now I got this after loading:
Code: Select all
Error while running event on_tick (ID 0)
__Modular-Armor__/control.lua:372:
bad argument #1 to 'ipairs' (table expected, got nil)
- Sun Sep 04, 2016 4:20 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141127
Re: [MOD 0.13.x] Modular Armor Revamp
That's weird. Sometimes it works. I think maybe after installing a new mod? Because that's the only thing I did recently. But how would it interfere with that?
And after saving and reloading it doesn't work anymore.
And after saving and reloading it doesn't work anymore.
- Sat Sep 03, 2016 4:10 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 141127
Re: [MOD 0.13.x] Modular Armor Revamp
It seems, that the semiconductor conduit equipment doesn't work properly. I don't know about the superconductor equipment, haven't researched it yet. Actually I had it researched, but after the last update it wasn't researched anymore. But that is another story. So anyway, yesterday the semiconducto...
Re: [MOD 0.12.26] KS Power
Perhaps it is pertinent to consider that for gameplay reasons, the technology is a standalone building, when in real life, the obvious solution would be to fit your air cleaners directly to your exhaust vents. Air cleaning technology really does work, it's just not done as a standalone building. TR...
- Tue Jun 14, 2016 8:24 pm
- Forum: Gameplay Help
- Topic: Custom Scenario No Spawning
- Replies: 4
- Views: 11974
Re: Custom Scenario No Spawning
Ok I used this code to test out what it does, but it spawned me a new character, anyway to switch back to my old one and delete the new one? First you have to enter god mode again: /c game.local_player.character = nil Then you hover your mouse over the new character you want to delete and type in: ...
- Sat Jun 11, 2016 2:51 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 61954
Re: Friday Facts #142 - Playtesting
I want to play factorio so badly, but I don't want to start a new world when I have to start over so soon anyway ._. Its probably better to take your time and make it stable rather than having the games fun ruined by bugs and crashes. This doesn't ease waiting, though :x I'm sure you could start a ...
Re: [MOD 0.12.26] KS Power
Also I think it shouldn't cars don't take barrels of fule, the oil refinery don't take barrels, you wouldn't want to burn the fule and the barrel so you take the fule out first 1. To unbarrel the assembling machine needs electricity, which the diesel generator generates - if you had a power failure...
Re: [MOD 0.12.26] KS Power
You can add a recipe to the fluid barrel to barrel up the diesel if you'd like Yes, I did that yesterday and it works fine, but I'm not really good at making graphics at all, so it looks a bit ugly. And now I have to unbarrel the diesel before I can put it in the generator. Is it eventually possibl...
- Sun Mar 13, 2016 11:34 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 56754
Re: [MOD 0.12.26] Laser Beam Turret
I'm definitely going to try this, looks really nice on the images.
- Sun Mar 13, 2016 10:31 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 306993
Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack
Thanks for the fast reply!keyboardhack wrote: There is definetly something wrong with that inserter. I will i will make a new release today that will fix that.
- Sun Mar 13, 2016 10:17 pm
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 306993
Re: [MOD 0.12.x] WaiTex 1.0.0: A HD Texture Pack
I love this mod, great work!
But there might be something wrong with the yellow inserter:
But there might be something wrong with the yellow inserter:
pic
I'm using Factorio 0.12.26 and WaiTex 1.0.0 and a couple of other mods.Re: [MOD 0.12.20] KS Power
This mod is awesome, especially the diesel gen! Well at least that's something, it might help me actually just to get them arranged a little better but what about barreling the diesel ? or is there maybe another mod that already does that and is compatible with the diesel from yours ? Yeah, I would ...
- Wed Oct 07, 2015 11:22 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197928
Re: Support - Uranium Power
Now it works, thank you very much!
Another question: can I add the mod to an existing savegame?
Another question: can I add the mod to an existing savegame?
- Wed Oct 07, 2015 9:55 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197928
Re: Support - Uranium Power
Thanks for the quick reply. I downloaded from this thread and it says that version 0.6.0 is compatible with factorio 0.11.x: https://forums.factorio.com/forum/viewtopic.php?f=64&t=9502 Factorio 0.11.x - Current version: 0.6.0 -> (link) Factorio 0.12.x - Current version: 0.6.2 -> (link)
- Wed Oct 07, 2015 5:54 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 197928
Re: Support - Uranium Power
Hello!
I get the following error message when I try to start a new game or to load the example build:
factorio version is 0.11.22 and mod version is 0.6.0
I get the following error message when I try to start a new game or to load the example build:
Code: Select all
Unknown key: "Error while running the oninit:
__UraniumPower__/control.lua:12: attempt to index global 'global' (a nil value)"