Search found 470 matches

by Therax
Thu Feb 07, 2019 7:17 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] non-blocking saving + desync = data loss
Replies: 1
Views: 1717

[Oxyd] [0.16.51] non-blocking saving + desync = data loss

Running 0.16.51 headless server on Arch Linux, kernel 4.18.16 x86_64. I have attached a log with all the information I have. Here are the highlights as near as I can reconstruct what happened: 1) The server starts and appears to run flawlessly until 2019-02-02T20:44. 2) At this time the server saves...
by Therax
Thu Jan 31, 2019 7:45 pm
Forum: Multiplayer / Dedicated Server
Topic: Free service to run your server: Factorio Zone
Replies: 183
Views: 118185

Re: Free service to run your server: Factorio Zone

Holy crap, you added mod support!

Here’s a suggestion: have people upload “mod-list.json” and “mod-settings.dat,” and have your service download the active mods from the mod portal automatically.
by Therax
Sat Jan 19, 2019 12:22 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 54942

Re: Friday Facts #278 - The new quickbar

we need a "DON'T resupply me after DEATH" Button I'am getting sick of bots filling me up with shit after getting killed and all my stuff are 200 tiles away from spawn. make like make it like a train/box red-x-ing-button How about this: logistic robots do not deliver to a player with no ar...
by Therax
Fri Jan 11, 2019 9:51 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Ahh that's too bad. Load Redux is what I was using before, and it has a few buggy things with it so I was looking for something cleaner. It loads in to cargo trains just fine, it's what I used the loaders for, primarily. Thank you for the reply! LoaderRedux can load into cargo wagons, but it's very...
by Therax
Fri Jan 11, 2019 5:00 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Is there a way to configure this to "FOOMF" stuff in to a lab up to its maximum hold value the way Loader Redux does? IE, fill the lab's inventory completely up and THEN stop instead of stopping at 2 of each bottle. This is determined by the core Factorio logic for inserters. For the beha...
by Therax
Thu Jan 10, 2019 11:57 pm
Forum: Questions, reviews and ratings
Topic: Pipelayer
Replies: 3
Views: 1348

Re: Pipelayer

Hi, I'm playing my first run on Factorio with some mods and yesterday I installed a mod called Pipelayer, but each time I placed or removed a pipe the game stopped working, then I discovered that this is a common error that happens with this mod and its impossible to continue the game without remov...
by Therax
Thu Jan 10, 2019 10:25 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

There have been several requests for a version for fluids. While not part of the Bulk Rail Loaders mod, you can use my Pipelayer mod to make some very compact, very high throughput fluid stations:

https://gfycat.com/dizzyjollyarmyworm
Image
by Therax
Thu Jan 03, 2019 7:22 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

immortal_sniper1 wrote:
Wed Jan 02, 2019 2:06 pm
bulk loaders dont work with py raw ores raw coal
This should be supported now in 0.5.6.
by Therax
Sun Dec 30, 2018 9:49 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

Except that doesn't happen for me. I throw the miniloader down, facing outwards to unload on a test section, and nothing comes out. Yes, there is stuff in the silo AND the train, so it should pull out yet it does not. Setup is similar to what you posted Cadde, but nothing works. Using latest versio...
by Therax
Sat Dec 29, 2018 9:42 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

shda5582 wrote:
Sat Dec 29, 2018 7:12 pm
Is there a way to connect the miniloaders directly to these bulk loaders/unloaders without having to use inserters?
Yes, I use them all the time that way.
by Therax
Sat Dec 29, 2018 4:01 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Thanks Cadde for the additional pictures. I hope they help future users who run into similar confusion. Edit: Ok, I get it. The miniloader can *either* load or unload, it cannot unload on one side and load on the other. So it isn't possible to do what I'm doing, unload from a chest into an assembler...
by Therax
Wed Dec 12, 2018 8:36 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v2.1.1

I think induction motors are a more appropriate entry point to construction robots. All the other components required for flying robot frames are tier 2 components. Technically induction motors are AC only, and IRL drones require either brushed or synchronous brushless DC motors. I'd be fine with d...
by Therax
Wed Dec 12, 2018 8:26 pm
Forum: Ideas and Suggestions
Topic: Move runtime-global mod settings to Map generator
Replies: 6
Views: 1411

Move runtime-global mod settings to Map generator

A frequent point of confusion is that the settings accessed by Main menu -> Options -> Mod settings -> Map tab affect only new games, not existing saves. I have fielded several complaints that my mod is "not working" or "malfunctioning" due to this. Suggestion: 1) Add a warning a...
by Therax
Sun Dec 09, 2018 1:45 am
Forum: Mods
Topic: [MOD 0.16] Beltlayer
Replies: 17
Views: 11241

Re: [MOD 0.16] Beltlayer

LutraMage wrote:
Sat Dec 08, 2018 8:11 pm
TheRax, I'm uploading the save game as discussed. Many thanks for taking the time to look at this, I think your Beltlayer Mod is awesome, and would very much like to be able to use it again. Thanks.
Doesn’t look like you uploaded anything?
by Therax
Mon Nov 26, 2018 9:28 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v2.1.1

aklesey1 wrote:
Mon Nov 26, 2018 12:51 pm
Can someone tell me where to use VLSI wafer? And carbon tetrafluoride too
VLSI wafer is not used for anything right now, but it will be used for high-tier circuits (digital control system and the like).
by Therax
Mon Nov 26, 2018 9:28 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v2.1.1

eradicator wrote:
Sat Nov 24, 2018 8:51 pm
I do remember a bug where T2/T3 were interchanged. But that should have been fixed in recent versions?
I think you're remembering the steam turbines, where the T2 steam engine (medium-temp steam turbine) was using the T3 recipe and vice versa.
by Therax
Sat Nov 24, 2018 8:39 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v2.1.1

big thanks for this mod, i have some problems 1)is it intended that for robot frame need T3 brushless motor? (it so far in tech and need violet science) 2)productivity modules work only with basic mod recipes 3)oxygen - very small production speed and very high demand 1) Yes, AFAIK. Compact flying ...
by Therax
Fri Nov 23, 2018 12:50 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v2.1.1

I’m still ramping up to purple science. Those tier 2 pumps take a lot of supporting components. I’m gradually moving metals production into the train network, with nickel, steel, zinc, and aluminum out there so far. Still need to put tungsten on the train network and ramp up volume production of hig...
by Therax
Sun Nov 04, 2018 11:29 pm
Forum: Not a bug
Topic: on_selected_entity_changed not raised on controller change
Replies: 11
Views: 1743

Re: on_selected_entity_changed not raised on controller change

* "The same tick" doesn't matter. The event fires when the entity selector detects a new entity is selected regardless of what tick it happened in. Ticks I guess matter only in the sense that (I presume) the UI updates the entity selector of the active controller once per tick, so the onl...
by Therax
Sun Nov 04, 2018 7:44 pm
Forum: Not a bug
Topic: on_selected_entity_changed not raised on controller change
Replies: 11
Views: 1743

Re: on_selected_entity_changed not raised on surface change

One more scenario, where I destroy the selected entity via script. Here, on_selected_entity_changed is fired, but since the entity no longer exists, last_entity is nil, as is the player's current selection: 1702.368 Script @__creative-mode-fix__/scripts/events.lua:1041: T93760 on_console_command (ID...

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