Search found 470 matches
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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...
- 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

https://gfycat.com/dizzyjollyarmyworm

- 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
This should be supported now in 0.5.6.
- 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...
- Sat Dec 29, 2018 9:42 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 87075
- 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...
- 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...
- 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...
- Sun Dec 09, 2018 1:45 am
- Forum: Mods
- Topic: [MOD 0.16] Beltlayer
- Replies: 17
- Views: 11241
- Mon Nov 26, 2018 9:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 255068
- 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
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.eradicator wrote: ↑Sat Nov 24, 2018 8:51 pmI do remember a bug where T2/T3 were interchanged. But that should have been fixed in recent versions?
- 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 ...
- 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...
- 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...
- 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...