Search found 77 matches

by Jelmergu
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

posila wrote:Try it again. Steam must have updated the game wrong.
Possible, it works now in any case
by Jelmergu
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...
by Jelmergu
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)
by Jelmergu
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)
by Jelmergu
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...
by Jelmergu
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

Klonan wrote:Moved to modding help

I think you need to do:

Code: Select all

main_product = ""
In the recipe definition
Works like a charm
by Jelmergu
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&...
by Jelmergu
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
by Jelmergu
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

darkfrei wrote: https://wiki.factorio.com/Prototype/Recipe

Code: Select all

allow_decomposition = false
Tried it, didn't work. To be sure I even tried it using true(even though I knew it wouldn't work)
by Jelmergu
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

mrvn 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?
Exactly that

But if possible, just make my recipe not able to be autocrafted
by Jelmergu
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...
by Jelmergu
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...
Fishes.gif
Fishes.gif (1.69 MiB) Viewed 1011 times
I don't know if you want/can fix it, but it would make Factorio slightly more realistic

On the other hand, these are alien fish, so maybee....
by Jelmergu
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...
by Jelmergu
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
image
by Jelmergu
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...
by Jelmergu
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
by Jelmergu
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 ...

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