Search found 512 matches
- Sun Feb 18, 2018 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.16.25] force.set_turret_attack_modifier() not reflected in bonuses
- Replies: 1
- Views: 2082
[Twinsen][0.16.25] force.set_turret_attack_modifier() not reflected in bonuses
The mod I'm working on uses set_turret_attack_modifier to change turret damage. In the team bonus screen, the mouseover tooltip shows the turret damage from the ammo damage modifier, but not the turret damage modifier. In the attached screenshot in the background, you can see laser turrets have a -6...
- Fri Feb 16, 2018 2:22 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123701
Re: Mylon's Many Mods
I put out a big update for Dirt Path. It's such a small mod, but it has a nice impact. Changing it to 0.16 tiles makes it much more satisfying.
- Mon Feb 12, 2018 3:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.23] DNS look up fail causes server shutdown?
- Replies: 3
- Views: 3453
[0.16.23] DNS look up fail causes server shutdown?
Game randomly crashed on me. Log suggests the dns lookup for the matchmaking server failed.
- Mon Feb 12, 2018 1:07 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 297207
Re: [MOD 0.16] Xander Mod v1.4.1
Newest Factorio update breaks the mod on load.
- Mon Feb 12, 2018 2:23 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 297207
Re: [MOD 0.16] Xander Mod v1.4.1
Just started a Xander run. I noticed there was hardly any coal or trees on the map. Here I got automated wood/charcoal to help fuel my smelting since I can't rely on coal->coke. https://i.imgur.com/fUziP2R.png 0eNqlWtlu40YQ/Bc+k8ZcnEO/slgEMj3REqBIgaKyMQz9e2hLsZ24JFabT7uW1TV9VnfP+KV47E75MLb9VGxeirYZ+...
- Sun Feb 11, 2018 9:04 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123701
Re: Mylon's Many Mods
What's wrong with TTSFN? I updated it recently to fix some of the bugs here.Seth_Seth wrote:Quick question (I'm the supermariofan20 user), will you be updating the This Tank Stops For Nobody mod anytime soon?
- Fri Feb 09, 2018 5:19 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 22743
Re: Friday Facts #229 - Taiwan report & Lamp staggering
Hooray lamps! It's the little things like this that makes a game great. <3
- Fri Feb 09, 2018 2:06 pm
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 92439
Re: [0.15] Space Extension Mod (SpaceX)
Looks like the crash on rocket launch is a problem with the mod assuming the player is playing the vanilla scenario. Any other scenario (like Seablock or, in my case, FactorioRPG) does not have that remote call available.
- Thu Feb 08, 2018 5:08 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284755
Re: [MOD 0.16.20] Robot Army. v0.3.5
The only reason why I am NOT using this mod right now is the less then stellar quality of the buildings in the mod. I am asking if it wouldn't be possible to offshore the graphics for the buildings to someone on the site. If only it were that easy! I'd love to get some custom graphics for my Prospe...
- Thu Feb 08, 2018 5:07 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284755
Re: [MOD 0.16.4] Robot Army. v0.3.4
I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join. In the desync report, only a single line is different: https://i.imgur.com/IdNleJu.png It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deact...
- Mon Feb 05, 2018 10:43 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284755
Re: [MOD 0.16.4] Robot Army. v0.3.4
I found another bug with your mod. I have a multiplayer server running and players are disconnecting immediately on join. In the desync report, only a single line is different: https://i.imgur.com/IdNleJu.png It's in the loot-chest recipe. I have no idea how this is happening but for now I'll deacti...
- Mon Feb 05, 2018 5:13 am
- Forum: Not a bug
- Topic: [0.16.22] Similar mod folders interfere with each other
- Replies: 2
- Views: 759
Re: [0.16.22] Similar mod folders interfere with each other
To clarify, the game picked the older mod (v 0.9.0) to load because it had spaces instead of underscores. This was chosen over the unzipped folder with a higher version number but underscores. The folder with spaces was an invalid name according to the mod portal, so I renamed the mod to publish it ...
- Sun Feb 04, 2018 5:51 pm
- Forum: Not a bug
- Topic: [0.16.22] Similar mod folders interfere with each other
- Replies: 2
- Views: 759
[0.16.22] Similar mod folders interfere with each other
I had 3 version of the same mod in my mod folder, one named: This Tank Stops For Nobody_0.9.0.zip and This_Tank_Stops_For_Nobody_0.9.0.zip and This_Tank_Stops_For_Nobody_0.9.1 (folder) I was banging my head on the wall wondering why my changes weren't loading. Turns out the game was loading the spac...
- Sun Feb 04, 2018 4:45 pm
- Forum: Not a bug
- Topic: [0.16.22] Non-game changing mods require restart on enable
- Replies: 1
- Views: 497
[0.16.22] Non-game changing mods require restart on enable
Enabling or disabling game changing mod needlessly causes the game to close and relaunch.
Example mod: This Tank Stops for Nobody
If I can join servers that don't have the mod enabled, it seems strange to restart the game as a step to enable it. This also applies to disabling the mod.
Example mod: This Tank Stops for Nobody
If I can join servers that don't have the mod enabled, it seems strange to restart the game as a step to enable it. This also applies to disabling the mod.
- Sun Feb 04, 2018 4:36 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 884541
Re: 4-way intersections: Throughput and deadlocks [image heavy]
How does a very large 4x4 intersection consisting of 4 separate 2x2 intersections perform? That is, can I bypass the need for complex intersections by regularly crosslinking and making a grid-like structure for my rails?
- Wed Jan 31, 2018 8:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.20] Cannot connect to server: Mod settings mismatch
- Replies: 5
- Views: 4746
[Rseding91] [0.16.20] Cannot connect to server: Mod settings mismatch
I'm trying to configure a server with some mods and it won't let me connect. I created a save file using a scenario (but I forgot to turn on Bobs Inserters during this step) I uploaded the save file to the server I tried to connect: got error mods mismatch, bobs inserters on server) I enabled that m...
- Wed Jan 31, 2018 7:27 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 284755
Re: [MOD 0.16.4] Robot Army. v0.3.4
I got a crash trying to load a v0.15 save:
Code: Select all
Error while applying migration: Robot Army: robotarmy_0.2.1.lua
__robotarmy__/migrations/robotarmy_0.2.1.lua:21: attempt to index field 'rally-beacon' (a nil value)
- Mon Jan 29, 2018 8:00 pm
- Forum: Show your Creations
- Topic: Poor man's requester chest
- Replies: 11
- Views: 9153
Re: Poor man's requester chest
Dammit, why didn't I think of this? I'll do you one better: a logistic fed green chip assembler! 0eNp9UEFqxDAM/IvONqRhu1n8lVKKo4qtwJaN7SwNwX+vnL3sqT4INJoZjXzAGjbKhaWBO4AxSQX3cUDlu/gwsLZnAgfcKIIB8XF0vlaKa2C52+jxh4XsDN0Ayzf9gnvrnwZIGjemp9/Z7F+yxZWKEv53MpBTVXGSkUANJwO7Vt1QCPkMRIGwlSSMFrngxk1lI2UdGkw5U7...
- Thu Jan 25, 2018 10:13 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 123701
- Tue Jan 23, 2018 4:35 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] webm support
- Replies: 19
- Views: 5672
[Mod Portal] webm support
I would like the ability to link to webm files in my mod portal description. I have a gif demonstrating the mod, but it's 7 MB in size! The webm is only 342 kB with an acceptable loss in quality.