Automatic update not working for me, I am getting error "Update failed: File D:/Games/Factorio/data/../tests/mod/mod-list.json has unexpected content".
I have Win x64 0.12.4 version.
Search found 85 matches
- Fri Aug 28, 2015 3:46 pm
- Forum: Releases
- Topic: Version 0.12.5
- Replies: 42
- Views: 50422
- Fri Aug 21, 2015 9:19 am
- Forum: Not a bug
- Topic: [0.12.4] Bitters disappearing when trying to go in water.
- Replies: 2
- Views: 4228
[0.12.4] Bitters disappearing when trying to go in water.
When bitters are trying to attack something that is above water, they disappear. Here is the save _autosave3.zip 1) Load the game (mods aren't needed) 2) Stand still and zoom out to max 3) Watch a group of Behemoth bitters above the character, they will attack distractor bots on the right side and a...
- Mon Aug 17, 2015 9:47 am
- Forum: Modding help
- Topic: Altering counts on copy from assembling machine to chest
- Replies: 5
- Views: 6149
Altering counts on copy from assembling machine to chest
Is there way how can I change default item count that is requesting chest, when you copy blueprint from assembling machine to requester chest?
Something like default_request_amount, or some event that can used to alter requester slots.
Something like default_request_amount, or some event that can used to alter requester slots.
- Mon Aug 17, 2015 9:36 am
- Forum: Mods
- Topic: [MOD 0.12] Default request amount change
- Replies: 18
- Views: 24372
Re: [MOD 0.12] Default request amount change
Interesting, why I don't know about this feature . Anyway I did some test and this feature seems to be not affected by my mod at all. I tried find something to mod this, but I didn't find anything. I will ask in modding forum, thank you for suggestion.
- Wed Jul 29, 2015 6:53 pm
- Forum: Not a bug
- Topic: [0.12.1] Personal roboport doesn't work as expected
- Replies: 40
- Views: 22081
Re: [0.12.1] Personal roboport doesn't work as expected
Perhaps a succint solution would be to say, robots will take from your inventory, as long as you have more than 1 of the item, ie, they never take your last one. In that way, they will build from your inventory when you have the stuff, but they won't take the last one leaving you unable to place gh...
- Wed Jul 22, 2015 8:57 am
- Forum: Ideas and Suggestions
- Topic: No overflow on Belts?
- Replies: 10
- Views: 3024
Re: No overflow on Belts?
The belt change does change one major thing. You used to be able to run 3 inserters and a terminated belt line on one side of an assembler. The overflow let you have an input inserter, but the empty space kept both belts separate. Now you need a dead space to terminate one belt, which can't have an...
- Tue Jun 09, 2015 7:12 am
- Forum: Technical Help
- Topic: Multiple Factorio Installs
- Replies: 15
- Views: 27184
Re: Multiple Factorio Installs
According to wiki, it should be possible to have 2 separate zip installations, with separate mod and saves directory. Or zip and normal installation.
- Mon May 18, 2015 1:39 pm
- Forum: This Forum
- Topic: rel=nofollow
- Replies: 11
- Views: 16855
Re: rel=nofollow
But keep in mind, that you can't expect good knowledge of Factorio from new users.
Usually simple Q&A test is simple a efficient solution.
Usually simple Q&A test is simple a efficient solution.
- Mon May 18, 2015 6:39 am
- Forum: Gameplay Help
- Topic: Playing on 2 computers
- Replies: 13
- Views: 5592
Re: Playing on 2 computers
There is guide on the wiki
https://forums.factorio.com/wiki/inde ... _directory
https://forums.factorio.com/wiki/inde ... _directory
- Fri May 01, 2015 8:50 am
- Forum: General discussion
- Topic: What kind of PC do I need?
- Replies: 27
- Views: 10587
Re: What kind of PC do I need?
But, there are still some ways how you can improve performance:
- disable smoke effects
- try to use trains/drones instead of long transport belts
- don't build transport belts next to each other, leave one tile gap between them, especially long ones. (if I understand FF 82 correctly)
- disable smoke effects
- try to use trains/drones instead of long transport belts
- don't build transport belts next to each other, leave one tile gap between them, especially long ones. (if I understand FF 82 correctly)
- Thu Apr 23, 2015 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Idea/Concept: Stream map data on join
- Replies: 12
- Views: 9931
Re: Idea/Concept: Stream map data on join
For the worst case I think we can think of situations, where we have for example 50 belts running in an out of a block. So we have 100 belts with each 30 items per second (blue belts), that is 3000 changes per second, each with 16 byte we have: 48 kByte per second. I think that is at the edge, but ...
- Tue Apr 21, 2015 2:19 pm
- Forum: General discussion
- Topic: Something funny I've noticed
- Replies: 6
- Views: 4020
Re: Something funny I've noticed
Main cause is predictable bitters behavior. You know where strong defense is needed and where is no defense needed. So I think bitters need better AI to be able to go around your point-defense.
- Mon Apr 20, 2015 7:36 am
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 45277
Re: Friday Facts #82 Optimisations
The original idea here was to simulate different chunks in different threads. However this is quite tricky to do properly - namely because overlaps and special cases. Another approach we have been thinking about recently is to do some "thematic" parallelization. Things like electric energ...
- Thu Mar 12, 2015 8:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.11] Default logistic value shouldn't be one stack
- Replies: 23
- Views: 10109
Re: [0.11.11] Default logistic value shouldn't be one stack
I don't think something like this is a problem.kovarex wrote:The problem with that is, that it adds a condition that you have to close the window to apply it, or to add additional button to gui that has more than enough slots and buttons already.
- Wed Mar 04, 2015 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
- Replies: 13
- Views: 4080
Re: [0.11.16] [Gameplay][cube] OMG Fockin' trees.
Here is the save with broken tree which cannot be destroyed by tank. I am not sure when this exactly happend, I think it was shortly after autosave. It is the red health tree in front of the tank.
- Tue Feb 10, 2015 7:03 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 141697
Re: [0.11.1] endless resources
ad 2) What exactly isn't working? I tried it and seems to be working. Maybe you tried it with ipairs instead of pairs.
- Tue Feb 10, 2015 11:01 am
- Forum: General discussion
- Topic: Chemical plant animation hidden by detailed info
- Replies: 4
- Views: 2039
Re: Chemical plant animation hidden by detailed info
I agree that is more suggestion than bug report.
And nice dirty smoke will be good sign of working chemical plant .
And nice dirty smoke will be good sign of working chemical plant .
- Tue Feb 10, 2015 10:02 am
- Forum: Gameplay Help
- Topic: Smart systems - any help?
- Replies: 6
- Views: 2581
Re: Smart systems - any help?
Did you read this page on wiki? https://forums.factorio.com/wiki/inde ... it_network
I think smart inserter and smart chest connected with wire is all you need.
I think smart inserter and smart chest connected with wire is all you need.
- Tue Feb 10, 2015 9:48 am
- Forum: Gameplay Help
- Topic: To catch a logistics bot
- Replies: 5
- Views: 2734
Re: To catch a logistics bot
You can add smart inserter with filter for old bots to every roboport (or some and hope that old robots shows there any time soon ). Inserter will put robot to provider chest, then will be delivered to requester chest, upgraded to new robot and then delivered back to roboport.
- Mon Feb 09, 2015 4:32 pm
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 141697
Re: [0.11.1] endless resources
I have few suggestions for you. 1) Rename data.lua to data-final-fixes.lua. This solve the issue with other mods, that are adding new resources. Like here https://forums.factorio.com/forum/viewtopic.php?f=25&t=8554 2) You code is too complicated, you can simply write this: for k, v in pairs(data...