Search found 292 matches
- 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...
- 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 ...
- 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
- 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
- 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
EDIT: This appears to be fixed in 11.17, according to release notes
- Thu Mar 05, 2015 5:11 am
- Forum: Technical Help
- Topic: Energy source to migrate not found
- Replies: 3
- Views: 1482
- 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
Yes, you would have to use a regular gateNagshell 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 ")
- 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?
- 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
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
- 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.
- 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?
- 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!
No problemo: http://pastebin.com/vvgAsiC5Schmendrick 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.
- 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
- 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,...
- 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
I'm in the habit of closing the game completely while making any changes or updatesn9103 wrote:Always run a tech or recipe reset command if you change one of them mid-game.
- 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
Doesn't seem to...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.
- 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 ...
- 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...
- 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...
- 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