Possible, it works now in any caseposila wrote:Try it again. Steam must have updated the game wrong.
Search found 77 matches
- Thu Dec 14, 2017 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Access denied 0x5 using Steam
- Replies: 2
- Views: 1797
Re: [0.16.2] Access denied 0x5 using Steam
- Thu Dec 14, 2017 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.2] Access denied 0x5 using Steam
- Replies: 2
- Views: 1797
[0.16.2] Access denied 0x5 using Steam
Steam throw a 'failed to start Access is denied(0x5)' error on starting 0.16.2. Starting in 0.16.1 works as expected What did I do: Select 0.16.x - Latest 0.16 Experimental beta Start Factorio using Steams play button Click away the error Select 0.16.1 Start Factorio using Steams play button Factori...
- Wed Nov 01, 2017 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Zombie process when started and immediatly closing
- Replies: 7
- Views: 4106
Re: [0.15.37] Zombie process when started and immediatly closing
Would like to know what the problem whas(aside from a dumbass closing the game in in a couple of seconds)
- Wed Nov 01, 2017 12:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Zombie process when started and immediatly closing
- Replies: 7
- Views: 4106
Re: [0.15.37] Zombie process when started and immediatly closing
In the zip file there are two logs. The previous is from the zombie process and the current is from a successfull start to the menu(and exiting the game using exit)
- Wed Nov 01, 2017 6:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.37] Zombie process when started and immediatly closing
- Replies: 7
- Views: 4106
[0.15.37] Zombie process when started and immediatly closing
What did you do? - Start Factorio using steam - While the window is still black: press alt+f4 closing the window - Attempt to restart Factorio via steam What happened? - Steam reports Factorio already running -Taskmanager -> Details shows a factorio.exe process using about 41,700k memory usage What...
- Thu Oct 26, 2017 10:58 am
- Forum: Modding help
- Topic: [0.15.37]Why does my recipe take the name of the output item
- Replies: 5
- Views: 1293
Re: Why does my recipe take the name of the output item
Works like a charmKlonan wrote:Moved to modding help
I think you need to do:
In the recipe definitionCode: Select all
main_product = ""
- Thu Oct 26, 2017 10:50 am
- Forum: Modding help
- Topic: [0.15.37]Why does my recipe take the name of the output item
- Replies: 5
- Views: 1293
[0.15.37]Why does my recipe take the name of the output item
I have the following recipe { type = "recipe", name = "burner-to-electric-inserter", order = "b", icon = "__upgrade-machines__/graphics/icons/burner-to-electric-inserter.png", subgroup = "upgrade-machines", ingredients = { { "electronic-circuit&...
- Wed Oct 25, 2017 8:55 pm
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 121289
Re: The von Neumann Thread
I am so going to make this into a single long story... only at page 2 and can hardly stop reading. When I have it up I'll link the location of the complete story in a next reply
- Mon Oct 09, 2017 5:36 pm
- Forum: Modding help
- Topic: Prevent a recipe from being used in a different recipe
- Replies: 6
- Views: 1737
Re: Prevent a recipe from being used in a different recipe
Tried it, didn't work. To be sure I even tried it using true(even though I knew it wouldn't work)darkfrei wrote: https://wiki.factorio.com/Prototype/RecipeCode: Select all
allow_decomposition = false
- Mon Oct 09, 2017 2:26 pm
- Forum: Modding help
- Topic: Prevent a recipe from being used in a different recipe
- Replies: 6
- Views: 1737
Re: Prevent a recipe from being used in a different recipe
Exactly thatmrvn wrote:you mean you have multiple ways to build X, one of them using your recipe as intermediary and you want the game to default to the other, cheaper, way?
But if possible, just make my recipe not able to be autocrafted
- Mon Oct 09, 2017 12:39 pm
- Forum: Modding help
- Topic: Prevent a recipe from being used in a different recipe
- Replies: 6
- Views: 1737
Prevent a recipe from being used in a different recipe
I made a small and simple mod which adds 4 extra recipes. It works fine on its own, but when used with, for example Bob's mods, my recipes get used instead of the base recipes. For example: My mod makes a recipe to convert a burner inserter to an electric inserter with the ingredients: 1 burner inse...
- Thu May 18, 2017 6:08 pm
- Forum: Balancing
- Topic: Deconstructed fish, and they know it!?
- Replies: 1
- Views: 1011
Deconstructed fish, and they know it!?
It seems to me a bit strange that fish know that they are marked for deconstruction and therefore stay in the same spot...
On the other hand, these are alien fish, so maybee....
I don't know if you want/can fix it, but it would make Factorio slightly more realisticOn the other hand, these are alien fish, so maybee....
- Wed May 17, 2017 6:13 pm
- Forum: Implemented Suggestions
- Topic: Sync mods with save enable/disable
- Replies: 9
- Views: 5981
Sync mods with save enable/disable
TL;DR Ability to select/deselect mods that are or are not in a save What ? I suggest a/some button(s) that allow one to select or deselect mods that are or are not in the save when choosing 'sync mods with save' Why ? tmp.png When switching from a heavly modded save to a modless save it is going to...
- Wed Apr 26, 2017 10:56 am
- Forum: Not a bug
- Topic: 0.15.2[Twinsen] Disabled Station not sending train along
- Replies: 4
- Views: 2053
0.15.2[Twinsen] Disabled Station not sending train along
It seems that a station that gets disabled by signal no longer sends a signal to a train.
The train in the image has the same leave condition as the turn off condition of the station. The train does not leave the station when the condition is met
The train in the image has the same leave condition as the turn off condition of the station. The train does not leave the station when the condition is met
image
- Fri Mar 17, 2017 7:59 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37990
Re: Friday Facts #181 - Calm before the storm
Not sure but I can't work out what the shadow's supposed to be for the Chemical Plant under the Refinery in the top left. It's like shadows for some pipes that don't seem to be there? If that's the one you mean then it's probably that weird shadow that's giving the floating impression. Yeah that is...
- Fri Mar 17, 2017 5:23 pm
- Forum: News
- Topic: Friday Facts #181 - Calm before the storm
- Replies: 77
- Views: 37990
Re: Friday Facts #181 - Calm before the storm
Is it just me or do the chemical plants that have the 'liquid barrel' seem to float a little. Especially the top most one (with the green 'lubricant' liquid). Or does it seem to float because there is no terrain underneath it.
Either way looking really good and can't wait for 0.15 experimental
Either way looking really good and can't wait for 0.15 experimental
- Wed Jan 04, 2017 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Train Suborders
- Replies: 5
- Views: 1743
Train Suborders
I have a factory with a couple of trains that go to a circuit controlled unloading station. This station has to be able to take one item from each wagon to check its contents and determine if it should unload the wagon. To achieve this, I have set my trains to leave after 5 seconds of inactivity. I ...