Search found 292 matches

by vedrit
Sat Apr 04, 2015 12:40 am
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 35441

Re: [0.11.x] Power-Switch-Mod v0.2.0

Hi there, One of my members undergone a problem with your mod :p perhaps you could fix it! baldurs1982: i have a problem with power switch mod. I made a chain: pole - power switch - pole, and as i turn off power switch the chain becomes : pole - pole. This means, some how wires jumps from power swi...
by vedrit
Sat Mar 28, 2015 5:49 pm
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48231

Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Error while loading entity prototype "Light-tank" (Car): No such node (Energy_per_hit_point) modifications: Tankwerz :) Hope you have something on this :P its what preventing factorio from launching on 0.11.19+ ! In the prototype entity file, add Energy_per_hit_point = 1, Right above the ...
by vedrit
Fri Mar 27, 2015 11:42 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 66720

Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7

Any work being done on this? The gate keeps disconnecting on one end
by vedrit
Fri Mar 27, 2015 4:59 am
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 64328

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

It would be nice if we could get more than just iron or copper back, like stone or artifacts
by vedrit
Fri Mar 06, 2015 1:29 am
Forum: Technical Help
Topic: Energy source to migrate not found
Replies: 3
Views: 1482

Re: Energy source to migrate not found

I forgot to note that I'm using v0.11.16 Build 13544, 64-bit

EDIT: This appears to be fixed in 11.17, according to release notes
by vedrit
Thu Mar 05, 2015 5:11 am
Forum: Technical Help
Topic: Energy source to migrate not found
Replies: 3
Views: 1482

Re: Energy source to migrate not found

Anyone?
by vedrit
Thu Mar 05, 2015 2:21 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83352

Re: [MOD 0.11.x] Force Fields - energy powered walls

Nagshell wrote:I wanted to wall of with those walls, but I'd like to send train outside. I have to use normal gate for that? Any suggestions are welcome. ("Force gates would be awesome :P")
Yes, you would have to use a regular gate
by vedrit
Wed Mar 04, 2015 2:19 am
Forum: Technical Help
Topic: Energy source to migrate not found
Replies: 3
Views: 1482

Re: Energy source to migrate not found

Anyone have any idea what's causing the error and how to fix it?
by vedrit
Tue Mar 03, 2015 2:58 am
Forum: Technical Help
Topic: Energy source to migrate not found
Replies: 3
Views: 1482

Energy source to migrate not found

This is an error I've been getting for a while that will prevent saving and will cause crashes - sometimes with no log output.
Energy source to migrate not found
I have DyTech core, machine, power, MoCombat, MoWeather, Scrapmod, Landfill, and Tankwekz (as shown in the log)
http://pastebin.com/5Pk8W79w
by vedrit
Sun Dec 14, 2014 6:59 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83352

Re: [MOD 0.11.x] Force Fields - energy powered walls

I personally only find the power spiking mildly annoying. With my power set up (Which uses other mods) these spikes are actually useful in that they show me how much draw I can expect in the worst of terrible of bad circumstances. I just really want the off by default, on/off toggle.
by vedrit
Sat Dec 13, 2014 2:07 am
Forum: Ideas and Requests For Mods
Topic: [Request] Electrical networks
Replies: 7
Views: 6076

Re: [Request] Electrical networks

No one with coding knowledge and spare time want to take this? No one want to shoot down this idea?
by vedrit
Wed Dec 03, 2014 5:57 am
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 64328

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Schmendrick wrote:I've been slacking on scrap mod.... but if you could get the factorio-current.log file to me with the error it would help.
No problemo: http://pastebin.com/vvgAsiC5
by vedrit
Wed Dec 03, 2014 3:43 am
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 64328

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Factorio is throwing a massive error window containing scrapmod code. This started popping up after I added DyTech v13.3, using scrapmod v2.2
by vedrit
Wed Dec 03, 2014 2:46 am
Forum: Ideas and Requests For Mods
Topic: [Request] Electrical networks
Replies: 7
Views: 6076

[Request] Electrical networks

An issue I've run into as I've been playing and expanding my base is that there are certain machines/areas that I want to run on on power source, and others on another, but the poles are so close that I spend lots of copper to rewire things, so.... Electrical networks. Using different colored wires,...
by vedrit
Fri Nov 28, 2014 12:55 am
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48231

Re: [0.11.x] Tankwerkz Unlimited v0.1.1

n9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
I'm in the habit of closing the game completely while making any changes or updates
by vedrit
Fri Nov 28, 2014 12:34 am
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48231

Re: [0.11.x] Tankwerkz Unlimited v0.1.1

Damrus wrote:I think I fixed it. (hope the Original auther doesn't mind and if so Ill remove it)

DL link
https://www.dropbox.com/s/cgb3bcb71rali7s/ammo.lua?dl=0

Put the file in: Factorio\mods\tankwerkz_0.1.1\prototypes\recipe
And overwrite the other one.
Doesn't seem to...
by vedrit
Thu Nov 27, 2014 11:53 am
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287449

Re: [MOD 0.11.x] Landfill (2.1.2)

Map editor takes all the surprise out of it, haha. On my current map, where my base is, there are a few, small spots that I want to make into water, mainly to connect two very close large bodies of water. What I was thinking for the shovel, to make it balanced vs the bomb, was this: It behaves like ...
by vedrit
Thu Nov 27, 2014 11:49 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83352

Re: [MOD 0.11.x] Force Fields - energy powered walls

One issue I ran into is when I drove into the wall (set as blue at the time) with a tank from Tankwerkz (Hydra) (not sure if it's a compatibility issue) it caused the game to force-close. I'll grab a log next time Also, can we get an on/off switch in the emitter UI and for it to be off by default? T...
by vedrit
Thu Nov 27, 2014 10:15 am
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48231

Re: [0.11.x] Tankwerkz Unlimited v0.1.1

I put in the mod and I noticed that the recipie for the High Explosive round requires a High Explosive round. Kind of problematic...
by vedrit
Thu Nov 27, 2014 10:12 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 83352

Re: [MOD 0.11.x] Force Fields - energy powered walls

Pretty cool mod. I'm going to plug it in and see how I like it

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