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by darkfrei
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

Rseding91 wrote:Yes, the mod needs to be fixed to fix the error. That's a mod bug not one with the game :)
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!
2016-08-06 12_54_25-Factorio 0.13.12.png
2016-08-06 12_54_25-Factorio 0.13.12.png (295.4 KiB) Viewed 822 times
by darkfrei
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 :?
2016-08-06 02_31_34-x64_.png
2016-08-06 02_31_34-x64_.png (12.42 KiB) Viewed 847 times
by darkfrei
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.
by darkfrei
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...
by darkfrei
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?
by darkfrei
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:...
by darkfrei
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....
by darkfrei
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:...
by darkfrei
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
by darkfrei
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...
by darkfrei
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...
by darkfrei
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
by darkfrei
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

Code: Select all

script.on_init(function()
and another game to script
by darkfrei
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?
by darkfrei
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

Code: Select all

 idle_energy_usage = nil
or

Code: Select all

 idle_energy_usage = {}
by darkfrei
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.
by darkfrei
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.
factorio-clock-signal.PNG
factorio-clock-signal.PNG (122.24 KiB) Viewed 1033 times
by darkfrei
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

Masterfox wrote:Would it be possible to make a chest that always has excactly those items in it that are defined, forever?
It's easy to make an empty recipe, and do what you want without raw material.
by darkfrei
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,
by darkfrei
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

aklesey1 wrote:No result
But you show me the commentary? i don't see any problems - there is underscore in commentary block now
Do you have Notepad++?

download/file.php?id=12526 - error in entities.lua- line #3

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