Search found 104 matches

by lyvgbfh
Wed Jun 08, 2022 2:27 am
Forum: Technical Help
Topic: [1.1.59] Game sometimes hangs on initiating autosave
Replies: 5
Views: 365

Re: [1.1.59] Game sometimes hangs on initiating autosave

I've seen this happen to me sometimes with RAM exhaustion, saving seems to increase memory use during and things seem to slow down a ton if it doesn't have memory to use.
by lyvgbfh
Tue Jun 07, 2022 10:17 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 244
Views: 27862

Re: Small documentation improvement requests

Prototype/ArtilleryWagon has a proper description for `.gun` but Prototype/ArtilleryTurret claims gun is an "item".

https://wiki.factorio.com/Prototype/ArtilleryWagon
https://wiki.factorio.com/Prototype/ArtilleryTurret


-> Thank you Honktown for changing the wiki.
by lyvgbfh
Wed Jun 01, 2022 4:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.59] Softlock loading disabled scenario with no audio device
Replies: 2
Views: 386

[1.1.59] Softlock loading disabled scenario with no audio device

1. Disconnect audio device from PC in such a way that Factorio will not find an output 2. Load a save with a now-disabled mod scenario from command line 3. Game softlocks at the main menu https://b.catgirlsare.sexy/IeOph-gEbtOi.mp4 Command line used: C:\Windows\System32\cmd.exe /c C:\Games\Factorio\...
by lyvgbfh
Thu May 19, 2022 8:34 am
Forum: Modding interface requests
Topic: Request: module_specification.allowed_module_categories
Replies: 11
Views: 1852

Re: Request: module_specification.allowed_module_categories

Another +1 There are cases where I want modules that are building specific, but right now I have to either: A. Design said modules with use in labs, miners, and the desired building (if it even has a recipe) in mind B. Restrict undesired building from using one of the effect types, and add an amount...
by lyvgbfh
Thu Apr 21, 2022 3:23 pm
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 7
Views: 556

Re: .neighbours on ghost electric poles

Fair enough, I appreciate the clarification.
by lyvgbfh
Wed Apr 20, 2022 11:27 am
Forum: Won't implement
Topic: .neighbours on ghost electric poles
Replies: 7
Views: 556

Re: .neighbours on ghost electric poles

Please do not reuse resolved bug reports for unrelated stuff. Also LuaEntity::belt_neighbours cannot be used on electric poles so your report is invalid. Replying in the correct thread, this is in the same vein as the bug report the quote is from. I may be mistaken but the bugs seem quite similar -...
by lyvgbfh
Tue Apr 19, 2022 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.57] Belt ghosts can't have their belt_neighbours checked
Replies: 3
Views: 572

Re: [1.1.57] Belt ghosts can't have their belt_neighbours checked

Rseding91 wrote: ↑
Tue Apr 19, 2022 6:20 pm
Thanks for the report. It's now fixed for the next release.
This also happens for electric pole ghosts
by lyvgbfh
Sun Apr 17, 2022 9:54 am
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 788

Re: Do not change "ALT mode" when pressing ALT+TAB

I moved my alt mode to right alt to prevent this.
by lyvgbfh
Mon Apr 11, 2022 3:52 pm
Forum: Ideas and Suggestions
Topic: Configurable screen edge for hot-/shortcut-bars
Replies: 5
Views: 211

Re: Configurable screen edge for hot-/shortcut-bars

This would be really nice for playing at 21:9
by lyvgbfh
Mon Apr 11, 2022 1:16 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

My mistake - I was meant to have said just add to data, not data updates. It works! Version: 1.1.5 Date: 2022-04-10 Info: - Updated by Qon, on request by lyvgbfh. Features: - Added compatibility with Omnimatter mod. 1:5 as initial ratio seems very hard. Omnimatter can be used as fuel directly so co...
by lyvgbfh
Mon Apr 11, 2022 9:23 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

Qon wrote: ↑
Mon Apr 11, 2022 8:41 am
lyvgbfh wrote: ↑
Mon Apr 11, 2022 5:17 am
You'll have to add an optional dependency - "(?)omnimatter" to the info.json
I actually did that as well. And it didn't work.
My mistake - I was meant to have said just add to data, not data updates.
by lyvgbfh
Mon Apr 11, 2022 5:17 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data-updates, along with an optional dependency on omnimatter? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_re...
by lyvgbfh
Sun Apr 10, 2022 11:53 am
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

Qon wrote: ↑
Sun Apr 10, 2022 10:55 am
Ok, thanks.
What's the initial ratio for the other basic resources?
Iron & Copper are 1:8, Stone is produced as a byproduct from the waste.
Is omnimatter conversion usually the only source of resources?
Yes, all ore patches are replaced with omnite, which is then processed into ores.
by lyvgbfh
Sat Apr 09, 2022 10:25 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

What do the numbers mean? omni.matter.add_initial(ore_name, extraction_yield, extraction_waste) omni.matter.add_resource(ore_name, ore_tier) For the first function, it's the initial ratio (1 ore to 5 waste). For the second, it's the "tier" of the ore. 1 indicates it's available at the sam...
by lyvgbfh
Sat Apr 09, 2022 12:16 pm
Forum: Mods
Topic: [MOD 0.17] Ice Ore
Replies: 30
Views: 6478

Re: [MOD 0.17] Ice Ore

Would you mind adding the following to the end of data.lua along with an optional dependency? Someone mentioned omnimatter support would be nice, and it's pretty easy to do. if mods["omnimatter"] then omni.matter.add_initial("ice-ore", 1, 5) omni.matter.add_resource("ice-ore...
by lyvgbfh
Sat Mar 19, 2022 11:24 pm
Forum: Technical Help
Topic: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host
Replies: 3
Views: 307

Re: [1.1.53] Wen Updating/Downloading Mod Could Not Resolve Host

I'm getting a result from cloudflare myself, maybe a temporary issue?
c.png
c.png (19.67 KiB) Viewed 219 times
by lyvgbfh
Sat Mar 12, 2022 9:59 am
Forum: Fixed for 1.2
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 11
Views: 3803

Re: [0.15.35] Boiler type entities cannot eject burnt items

When a boiler's burnt result inventory is full, it seems to just delete further burnt results. Along with that, burnt results can only be manually removed from burner inserters.

Any chance of a revisit here?
by lyvgbfh
Sat Mar 12, 2022 9:39 am
Forum: Mods
Topic: SeaTorio
Replies: 4
Views: 922

Re: SeaTorio

Hello, I gave this a try but it does not load with the minimum mod set. 2.754 Error ModManager.cpp:1577: Failed to load mod "SeaTorio": __SeaTorio__/prototypes/unlock.lua:3: attempt to index field 'dirty-water-filtration-aluminum' (a nil value) stack traceback: __SeaTorio__/prototypes/unlo...

Go to advanced search