If it can be only 1 or 0, than why not true or false? In 0.13.12 it was two inputs without any coding!Rseding91 wrote:Yes, the mod needs to be fixed to fix the error. That's a mod bug not one with the game
Search found 2902 matches
- Sat Aug 06, 2016 10:55 am
- Forum: Not a bug
- Topic: Error: source_inventory_size
- Replies: 2
- Views: 847
Re: New Vanilla Error: source_inventory_size
- Sat Aug 06, 2016 12:48 am
- Forum: Not a bug
- Topic: Error: source_inventory_size
- Replies: 2
- Views: 847
Error: source_inventory_size
source_inventory_size can't be larger than 1.
I fixed this mod, but it was with 0.13.12 very fine. But in 0.13.14 not anymore
I fixed this mod, but it was with 0.13.12 very fine. But in 0.13.14 not anymore
- Sun Jul 24, 2016 10:34 am
- Forum: Implemented Suggestions
- Topic: [0.13] Automatic mod enabler by choosing server with mods
- Replies: 1
- Views: 1260
[0.13] Automatic mod enabler by choosing server with mods
It is a simple idea, where by choosing server with mods you aren't need to find all of mods by yourself, but all of mods downloaded automatically, switch off mods you don't use and restart game with autoconnect to this server.
- Wed Jul 20, 2016 1:50 pm
- Forum: Duplicates
- Topic: [0.13.9] Unexpected Error on "Browse games"
- Replies: 1
- Views: 742
[0.13.9] Unexpected Error on "Browse games"
Vanilla, without mods. factorio-current-2016-07-20.log blbl 14700.434 Info MultiplayerManager.cpp:1143: networkTick(3500226) mapTick(2687370) received stateChanged peerID(0) oldState(InGameSendingMap) newState(InGameWaitingForOthers) 14701.085 Info MultiplayerManager.cpp:1143: networkTick(3500265) m...
- Mon Jul 11, 2016 7:14 pm
- Forum: Modding help
- Topic: How to open and close mod GUI?
- Replies: 0
- Views: 660
How to open and close mod GUI?
Can you make an easy code for open and close GUI by condition?
- Mon Jul 11, 2016 6:03 pm
- Forum: Duplicates
- Topic: [0.13.8] Crash on waiting in "Browse games"
- Replies: 1
- Views: 716
[0.13.8] Crash on waiting in "Browse games"
Just wait on this window. Browse_games_01.PNG 0.003 2016-07-11 19:18:12; Factorio 0.13.7 (build 23218, win64, alpha) 0.003 Operating system: Windows 10 0.003 Program arguments: "C:\Factorio_0.13.7\bin\x64\factorio.exe" 0.003 Read data path: C:/Factorio_0.13.7/data 0.003 Write data path: C:...
- Sun Jul 03, 2016 4:59 pm
- Forum: Duplicates
- Topic: [0.13.3] update to [0.13.4] Log Error
- Replies: 1
- Views: 736
[0.13.3] update to [0.13.4] Log Error
Some error on updating with mods. 0.001 2016-07-03 18:54:46; Factorio 0.13.3 (build 22991, win64, alpha) 0.001 Operating system: Windows 10 0.001 Program arguments: "D:\Factorio_0.13.4\bin\x64\factorio.exe" 0.001 Read data path: D:/Factorio_0.13.4/data 0.001 Write data path: D:/Factorio_0....
- Sun Jul 03, 2016 1:33 pm
- Forum: Duplicates
- Topic: [0.13.3] Crash the game with train GUI and train collision
- Replies: 1
- Views: 840
[0.13.3] Crash the game with train GUI and train collision
0.001 2016-07-03 15:01:25; Factorio 0.13.3 (build 22991, win64, alpha) 0.001 Operating system: Windows 10 0.001 Program arguments: "D:\Factorio_0.13.3\bin\x64\factorio.exe" "--wait-to-close" "5056" 0.001 Read data path: D:/Factorio_0.13.3/data 0.001 Write data path: D:...
- Sat Jul 02, 2016 8:41 am
- Forum: Duplicates
- Topic: [0.13.3] Multiplayer desync placing rail items/offshore pump
- Replies: 7
- Views: 3180
Re: [0.13.3] Multiplayer desync placing rail items/offshore pump
I have the same, desync on whater supply, pump, builer, steam engine.
Vanilla/EU servers
Vanilla/EU servers
- Wed Jun 29, 2016 10:15 pm
- Forum: Mods
- Topic: [MOD 0.13.1] ElectricLocomotive
- Replies: 1
- Views: 1244
[MOD 0.13.1] ElectricLocomotive
Name: ElectricLocomotive Version: 0.13.1 Status: don't work :!: Latest Release: v0.13.1, 30.06.2016 Factorio Version: 0.12.30 License: MIT In 0.13 the Diesel Locomotive have this code: energy_source = { type = "burner", effectivity = 1, fuel_inventory_size = 3, smoke = { { name = "tr...
- Tue Jun 28, 2016 9:51 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Electric Ghost Car 0.13.3
- Replies: 2
- Views: 2732
Re: [MOD 0.13.x] Electric Ghost Car 0.13.1
Update to Electric Ghost Car 0.13.3, this code was added/ changed. See Mod changes in 0.13 if not defines then require "defines" defines.trainstate = defines.train_state end http://lua-api.factorio.com/0.13.0/LuaCustomTable.html Example Custom tables may be iterated using pairs. for _, p i...
- Tue Jun 28, 2016 9:24 pm
- Forum: Mod and installation managers
- Topic: Mod upgrader 0.12.35-0.13.9
- Replies: 10
- Views: 11213
Re: Mod upgrader 0.12.35-0.13.0
I have this error
- Sat Jun 25, 2016 11:06 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Endless Miner
- Replies: 19
- Views: 29914
Re: [MOD 0.12.x] Endless Miner
Change the game.on_init(function() to
and another game to script
Code: Select all
script.on_init(function()
- Sat Jun 25, 2016 11:23 am
- Forum: Already exists
- Topic: Set entity picture
- Replies: 1
- Views: 1057
Re: Set entity picture
Like concrete tiles?
- Sat Jun 25, 2016 11:20 am
- Forum: Modding help
- Topic: adjust idle/active energy usage
- Replies: 2
- Views: 1234
Re: adjust idle/active energy usage
Maybe idle_energy_usage = "0kW" or
or
Code: Select all
idle_energy_usage = nil
Code: Select all
idle_energy_usage = {}
- Sat Jun 25, 2016 11:13 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Clock signal
- Replies: 2
- Views: 1033
Re: [IDEA] Clock signal
And the third make signal from game midnight with in-game hours.
- Sat Jun 25, 2016 11:12 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Clock signal
- Replies: 2
- Views: 1033
[IDEA] Clock signal
Is it possible to make two new "combinators", the one make a signal from the in-game time, the second one make signal with absolute time, from time of building this entity.
- Wed Jun 22, 2016 8:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Ininite Chest
- Replies: 2
- Views: 1022
Re: [Request] Ininite Chest
It's easy to make an empty recipe, and do what you want without raw material.Masterfox wrote:Would it be possible to make a chest that always has excactly those items in it that are defined, forever?
- Wed Jun 22, 2016 8:46 pm
- Forum: Modding help
- Topic: Icon Display Issue
- Replies: 3
- Views: 1056
Re: Icon Display Issue
Can you delete for tests another entities/items?
For example this part:
filename = "__Bio_Industries__/graphics/entities/biocannon/radius75.png",
priority = "extra-high",
scale = 3,
For example this part:
filename = "__Bio_Industries__/graphics/entities/biocannon/radius75.png",
priority = "extra-high",
scale = 3,
- Wed Jun 22, 2016 8:38 pm
- Forum: Modding help
- Topic: Problem with launching mod - Lua error
- Replies: 10
- Views: 3104
Re: Problem with launching mod - Lua error
Do you have Notepad++?aklesey1 wrote:No result
But you show me the commentary? i don't see any problems - there is underscore in commentary block now
download/file.php?id=12526 - error in entities.lua- line #3