Search found 39 matches

by Marc90
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

Re: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system

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.
by Marc90
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
by Marc90
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.
by Marc90
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.
by Marc90
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)
by Marc90
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.
by Marc90
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...
by Marc90
Thu Jun 16, 2016 6:25 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131756

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...
by Marc90
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: ...
by Marc90
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 ...
by Marc90
Mon Mar 21, 2016 3:57 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131756

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...
by Marc90
Wed Mar 16, 2016 7:39 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131756

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...
by Marc90
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.
by Marc90
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

keyboardhack wrote: There is definetly something wrong with that inserter. I will i will make a new release today that will fix that.
Thanks for the fast reply!
by Marc90
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:
pic
I'm using Factorio 0.12.26 and WaiTex 1.0.0 and a couple of other mods.
by Marc90
Sat Mar 12, 2016 6:12 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131756

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 ...
by Marc90
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?
by Marc90
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)
by Marc90
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:

Code: Select all

Unknown key: "Error while running the oninit:
__UraniumPower__/control.lua:12: attempt to index global 'global' (a nil value)"
factorio version is 0.11.22 and mod version is 0.6.0

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