Search found 1648 matches
- Wed Apr 01, 2020 9:43 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426070
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Do you accept contributions? Sorry, not right now. I'm still working on Bio Industries (the biggest of TheSAguy's mods), cleaning up code and fixing hidden bugs (especially local variables used out of scope seem to be a major issue). Turns out it's a much bigger job than I expected! As BI and the N...
- Tue Mar 31, 2020 6:19 am
- Forum: Not a bug
- Topic: [0.18.17] Mod Downloading - My game downloaded two ghost mods?
- Replies: 2
- Views: 655
Re: [0.18.17] Mod Downloading - My game downloaded two ghost mods?
You can over over the download bar to see what it's downloading. There I was, downloading mods (with and without additional dependencies) for a long time, always wondering why Factorio wouldn't show me what mod exactly it was that just was coming in -- and now I see this! Well, one really learns so...
Wiki bug?
From the page on the electric-pole prototype : Prototype/ElectricPole — electric-pole pictures :: RotatedSprite supply_area_distance :: float active_picture :: Sprite (optional) connection_points :: table of WireConnectionPoint (optional) From my log file after I removed connection_points from the p...
- Mon Mar 30, 2020 5:54 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
Bei "Mk#" hätte ich angenommen das viele Computerspieler es verstehen obwohl es im allgemeinen Sprachgebrauch nicht üblich ist, aber @Pi-C beweist das Gegenteil ^^. Wahrscheinlich bin ich nicht der typische Computerspieler. Neben Factorio habe ich in letzter Zeit hauptsächlich Backgammon ...
- Sun Mar 29, 2020 8:45 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 426070
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
It seems the setting to disable artifacts does not work. Biters still drop alien artifacts. I'll put that on my list of things to do… And I don't think there's anything I can do with them anyway. Is this a known issue? I think you also need NE Buildings. The artifacts are used there for building th...
- Sun Mar 29, 2020 6:58 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
"Mk2" steht für "Mark 2". Danke, wieder etwas gelernt! In der Linux-/Unix-Welt steht "mk" oft für "make", z.B. "mkalias" für "make alias", "mkdir" für "make directory" oder "mkpasswd" für "make password&q...
- Sun Mar 29, 2020 6:31 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
So nah am englischen Original bleiben, wie es geht. "MK2" verwenden, wo es im Original auch ist. (so wie es jetzt ist) Konsistent "Mk2" verwenden, wenn es um Gegenstände und Objekte geht. Und "2", "3", etc. für Technologien, die keine Gegenstände darstellen. ...
- Sat Mar 28, 2020 7:39 pm
- Forum: Modding help
- Topic: Can somebody teach me to make mods?
- Replies: 5
- Views: 1617
- Fri Mar 27, 2020 8:48 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312887
Re: MOD [ 0.17.x] Bio-Industries
New bug with version 18.6: Spamming lower left corner of screen with the message: __Bio_Industries__/control.lua:689: attempt to concatenate local 'tree_name' (a nil value) [edit] Fixed it on my end by moving the debug print statement on line 689 down one line to below the if nil check. Thanks for ...
- Fri Mar 27, 2020 1:50 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312887
Re: MOD [ 0.17.x] Bio-Industries
__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value) This appears in 0.18 gameplay during the seed bomb explosion. EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown trees...
- Wed Mar 25, 2020 7:11 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312887
Re: MOD [ 0.17.x] Bio-Industries
__Bio_Industries__/control.lua:191: attempt to index global 'data' (a nil value) This appears in 0.18 gameplay during the seed bomb explosion. EDIT: It also causes all the saplings planted by the seed bomb to not grow, ever. Hand-planted saplings in the same area will grow, resulting in grown trees...
- Wed Mar 25, 2020 3:32 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312887
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
I just uploaded versions 0.17.38 and 0.18.5. Here are the changes: --------------------------------------------------------------------------------------------------- Version: 0.17.38 Date: 2020-03-25 Uploaded by: - Pi-C Bugfixes: - Fixed that Bio boiler couldn't fast-replace other boilers. - Fixed ...
- Wed Mar 25, 2020 10:33 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501230
Re: Simple Questions and Short Answers
Moving buildings its not properly supported for mods so if you use something like Picker Dollies on any "complex" structure it can cause some weird things to happen. Granted none of the vanilla ones and only a few modded buildings are "complex" so it works fine most of the time....
- Wed Mar 25, 2020 2:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501230
Re: Simple Questions and Short Answers
Hello, Just started the game few days ago and loving it so far, although I can already see it will become too complex for me :D Anyway I have a question that should be very basic but can't seem to find the answer... Is there a way to move a building? I keep removing and replacing it just next to it...
- Wed Mar 25, 2020 2:32 am
- Forum: Mod portal Discussion
- Topic: Mod portal appears to be down.
- Replies: 2
- Views: 1381
Re: Mod portal appears to be down.
Well, it was back for a bit. But now it is down again. So I guess it is bouncing? Confirmed, I got this error: Application error An error occurred in the application and your page could not be served. If you are the application owner, check your logs for details. You can do this from the Heroku CLI...
- Sun Mar 22, 2020 1:19 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
Diese Übersetzungen sind durchaus gut. Danke! :-) Präzisionsgeschützturm würde auch gut funktionieren. In vanilla sind die Geschützturme alle mit Bindestrich: "Laser-Geschützturm", "Flammenwerfer-Geschützturm", um die Worte visuell etwas aufzubrechen. Das würde dem "Scharfs...
- Sun Mar 22, 2020 8:01 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
[…] "Schrotflinten-Geschützturm" […] Ist nicht unbedingt das kürzeste, aber das wäre ziemlich konsistent zu vanilla und hinreichend klar in meinen Augen. Ja, ich entsinne mich, dass ich mich während der Übersetzung an der Übersetzung für Vanilla-Items orientiert hatte. "Geschützturm&...
- Sun Mar 22, 2020 12:21 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 115014
Re: German localization discussion
nur als kleiner einwurf, bei "shotgun turret" wäre vielleicht "flinten geschütz" eine passende kürzere übersetzung. [ich hab leider vergessen wo ich es hier gelesen hatte] In vanilla Factorio gibt es keine "shotgun turrets". Die müssen in einer Mod sein. Hier im Thread...
- Sat Mar 21, 2020 12:26 pm
- Forum: Gameplay Help
- Topic: How to optimize railsetup
- Replies: 10
- Views: 2877
Re: How to optimize railsetup
My guess is that penalty will result in a train preferring to wait for an open but occupied train station to be available rather than pass a train stop that is closed. (I'm not certain that a closed station applies that penalty, but I think it probably does). Maybe try closing the other stations as...