Failed again trying to update to 0.17.31 from 0.17.28.
The game is restarting while updating I think so I'm uploading both current and previous for this failure.
Search found 2120 matches
- Sat Apr 13, 2019 9:10 am
- Forum: Not a bug
- Topic: [0.17.28] Update to 0.17.30 and 0.17.31 failed
- Replies: 3
- Views: 636
- Fri Apr 12, 2019 8:15 pm
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 10635
Re: Easily tileable 7-segment display [0.17]
Works really well once I used green wire for input and added substations to the blueprint. It's also more readable and compact than another 7-seg display (non-tileable) that I tried.
9.8/10. Would be perfect if leading 0's were shown as all lamps off q:
9.8/10. Would be perfect if leading 0's were shown as all lamps off q:
- Fri Apr 12, 2019 7:10 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for a simple mod that creates a hot key that cycles through similar items
- Replies: 6
- Views: 2444
- Fri Apr 12, 2019 6:50 pm
- Forum: Questions, reviews and ratings
- Topic: Research using only energy
- Replies: 1
- Views: 1029
Re: Research using only energy
https://mods.factorio.com/mod/zEasierTechnologies
It's deprecated so it's not getting any updates. But it's for 0.17 so and probably works anyways.
It's deprecated so it's not getting any updates. But it's for 0.17 so and probably works anyways.
- Fri Apr 12, 2019 6:27 pm
- Forum: Mod portal Discussion
- Topic: Integrating Mod packs into the Mod portal
- Replies: 16
- Views: 9185
Re: Integrating Mod packs into the Mod portal
I fear the mod portal will be flooded with individual mod packs so each user can quick install his own favorites. At least i would do it. So? If the mod packs are uploaded under the new tag "mod pack" and not shown unless you filter your search to mod packs then it wouldn't interfere with...
- Fri Apr 12, 2019 6:11 pm
- Forum: Not a bug
- Topic: [0.17.28] Update to 0.17.30 and 0.17.31 failed
- Replies: 3
- Views: 636
[0.17.28] Update to 0.17.30 and 0.17.31 failed
For some reason 0.17.29 is the latest release on the forums and the in game updater wants to update me to 0.17.30. But ousu(190412-200127-41).jpg it failed. This is a pretty common bug that often happens when I go from [0.X.Y] to [0.X.Y+2] and the updater ALWAYS fail when I go from [0.X.Y] to [0.X+1...
- Fri Apr 12, 2019 9:25 am
- Forum: Won't fix.
- Topic: [Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled
- Replies: 7
- Views: 2651
[Oxyd] [0.17.28] Factorio forgets what shortcut slots I have enabled/disabled
Anything below "import blueprint string" was disabled. I changed my mod setting for "AlmostInvisibleElectricWires" for "Copper Wire Color" to "Default" compared to the 30% the file was saved with. But changing it back to 30% and reloading the save doesn't help...
- Fri Apr 12, 2019 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Binary search on my mods revealed that "AlmostInvisibleElectricWires" with "Copper Wire Color" set to non-default (tested 30% and invisble) is causing the bug.
- Fri Apr 12, 2019 8:58 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Wow that's a long mod list. It's basically all helper mods. My late game base is completely vanilla still. Everything runs exactly the same without the mods. I'm trying to build really big so to be able to compare my SPM with others having any non-vanilla entities to run the base would be cheating ...
- Thu Apr 11, 2019 10:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Slow start, manual research
- Replies: 7
- Views: 2030
Re: Slow start, manual research
I made a thread What settings do you use and how do you play with the mod? on the board for the mod LL. I'm curious to hear from anyone that has tried it or plans to try it, how and why you would use the mod.
- Thu Apr 11, 2019 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
- Thu Apr 11, 2019 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
Made a blueprint for you <3 0eNrNXdtuY7ly/ZUDPyVI62DzTs7rAfKSPAXJ08GgIduabiG25chSzwwG/QH5kPxYviSS3ba3rCpxrWKCnJfpcff22txcLFYVa5H84+r6br963K4fdlc//XG1vtk8PF399Nc/rp7WXx6Wd8e/2/3+uLr66Wq9W91ffbp6WN4ff9ou13dX3z9drR9uV79d/eS+//zpavWwW+/Wq5fff/7h988P+/vr1fbwwNtvXq+/LFZ3q5vddn2zeNzcrQ6gj5unw29uHo6vO6AtnKu...
- Thu Apr 11, 2019 11:12 am
- Forum: Ideas and Requests For Mods
- Topic: Auto target trees as hostiles
- Replies: 8
- Views: 2846
Re: Auto target trees as hostiles
I was Qonsidering making a mod that lets artillery auto target trees as well if loaded with poison capsules. That way you also don't destroy your own base if any trees are trying to get their grubby roots on your precious metallic factory. But I haven't really prioritised it.
- Thu Apr 11, 2019 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
Re: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
It's just a 224x224 (7x7x chunks) (it tiles at that width if you let edge rails combine) square of rails with any entities inside. It doesn't really matter what it is, should work with anything that that is at least that size because it happens every time I change that thing and make a new blueprint...
- Wed Apr 10, 2019 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
- Replies: 12
- Views: 4249
[kovarex] [0.17.28] Blueprint preview is scaled by amount of unique entities
[0.17.28] Blueprint preview is scaled by amount of unique entities If I have many entities in the same blueprint the preview becomes so small that it's hard to see it's even there at all. ousu(190410-231206-66).jpg Same blueprint as above after filtering away everything except rail: ousu(190410-2312...
- Wed Apr 10, 2019 6:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Wiring Pencil
- Replies: 9
- Views: 2633
Re: Wiring Pencil
In case you haven't found it yet: https://mods.factorio.com/mod/WireShortcuts
- Wed Apr 10, 2019 6:00 pm
- Forum: Mod portal Discussion
- Topic: Integrating Mod packs into the Mod portal
- Replies: 16
- Views: 9185
Re: Integrating Mod packs into the Mod portal
I fear the mod portal will be flooded with individual mod packs so each user can quick install his own favorites. At least i would do it. So? If the mod packs are uploaded under the new tag "mod pack" and not shown unless you filter your search to mod packs then it wouldn't interfere with...
- Wed Apr 10, 2019 4:53 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQ] Research management through circuit network
- Replies: 2
- Views: 1218
Re: [REQ] Research management through circuit network
https://mods.factorio.com/mods/canidae/auto-research is another alternative. It automates research starting as its default behaviour. https://mods.factorio.com/mod/FactorIO adds several thcombinators that enables reading of more signals. One of those is a research progress combinator. Haven't seen a...
- Wed Apr 10, 2019 3:49 pm
- Forum: Ideas and Requests For Mods
- Topic: Mobile artillery turrets
- Replies: 9
- Views: 4798
Re: Mobile artillery turrets
Maybe make it a tank that spawns an invisible artillery under it (with no collision box) when it stands still and despawns it when it starts moving.
- Wed Apr 10, 2019 3:20 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod request] Personal logistic requests presets
- Replies: 3
- Views: 1202
Re: [Mod request] Personal logistic requests presets
I read the title and thought "Why doesn't he use AutoTrash or https://mods.factorio.com/mod/Logistic-Request-Manager ?"
Now I know why you didn't find AutoTrash. And LRM is 8 days old...
Now I know why you didn't find AutoTrash. And LRM is 8 days old...