Search found 131 matches
- Fri Apr 24, 2020 8:10 am
- Forum: Releases
- Topic: Version 0.18.20
- Replies: 16
- Views: 12161
Re: Version 0.18.20
I have posted in the bug section too. https://forums.factorio.com/viewtopic.php?f=7&t=84141 I have some mods of my own, when I goto setting -> mod settings I get a blank screen saying there are no setting to change, when I know my own mod has several startup settings that can be altered.
- Fri Apr 24, 2020 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: 0.18.20 Bug with "Mod Settings"
- Replies: 7
- Views: 4391
0.18.20 Bug with "Mod Settings"
After upgrading to 0.18.20 I found that GUI displaying Mod Settings is all blank.
I know "Deadlock Stacked Recipes" (my mod) has startup setting that should be displayed
I know "Deadlock Stacked Recipes" (my mod) has startup setting that should be displayed
- Fri Apr 24, 2020 7:58 am
- Forum: Releases
- Topic: Version 0.18.20
- Replies: 16
- Views: 12161
Re: Version 0.18.20
Got a Bug ..
Under Settings -> Mod settings
All the options have gone
Under Settings -> Mod settings
All the options have gone
- Thu Apr 16, 2020 7:32 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Looks like we have a rounding error with the "magazine" size getting set to 0 is my guess.
- Wed Apr 15, 2020 11:13 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
I know currently you are changing the ratios of input and output for recipes, have you thought about randomizing the ingredients to make a recipe ? We tried https://mods.factorio.com/mod/randotorio but it doesnt scale so well, EG for one seed it needed 1.7k stone to make a single green science pack.
- Mon Apr 13, 2020 4:27 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Hi ya .. can you please double check the speed you are setting the belt boxes too. In your code you have belt_speed x 18 in deadlock loaders its multiplied by 32 https://github.com/shanemadden/factorio-deadlock-beltboxes-loaders/blob/764a1b0751653bffd65f3552223e6124bdaa1916/prototypes/create_beltbox...
- Sun Apr 12, 2020 11:35 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Hi .. can you please take a look at your "deadlocks_loaders_update.lua" code. With 0.18 deadlock loaders moved away from data.raw["loader"] to data.raw["loader-1x1"] While your there can you also add support for the loaders that get created by the mod "https://mods...
- Thu Apr 09, 2020 8:46 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Seed = 39753 PLD bug it wont fire .. The beam requires more energy than the PLD provides ... probably need a check here to switch the pair of values around. pld.attack_parameters.ammo_type.energy_consumption = 299kJ pld.energy_source.buffer_capacity = 172kJ ["personal-laser-defense-equipment&qu...
- Thu Apr 09, 2020 10:07 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Somthing else to check is the robot's cargo wagon size ..
In our current seed, this has given the bots a starting cargo size of 0. However this does not stop them from working, instead they are able to carry a whole stack at a time.
In our current seed, this has given the bots a starting cargo size of 0. However this does not stop them from working, instead they are able to carry a whole stack at a time.
- Tue Apr 07, 2020 6:52 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Thanks .. turrets are fixed
Got this error on using a different seed.
5.863 Mods to disable:Failed to load mods: Error while loading entity prototype "substation" (electric-pole): maximum_wire_distance must be <= 64
Modifications: Base mod › Keniras Random Recipes
Got this error on using a different seed.
5.863 Mods to disable:Failed to load mods: Error while loading entity prototype "substation" (electric-pole): maximum_wire_distance must be <= 64
Modifications: Base mod › Keniras Random Recipes
- Tue Apr 07, 2020 4:35 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Another point for "laser_turret" and "PLD" .. the
attack_parameters.ammo_type.action.action_delivery.max_length
needs to match the
attack_parameters.range
Otherwise the lasers will shoot but do no damage until both match
attack_parameters.ammo_type.action.action_delivery.max_length
needs to match the
attack_parameters.range
Otherwise the lasers will shoot but do no damage until both match
- Tue Apr 07, 2020 4:28 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Doing a compare of the data.raw from the save and a vanilla 0.18 save I see for "gun-turret" the properties were set to 0 attacking_speed folding_speed preparing_speed rotation_speed vehicle_impact_sound "laser-turret" also had similar properties set to 0 folding_speed preparing_...
- Tue Apr 07, 2020 4:07 pm
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.18.x] KenirasRandomRecipes
Thanks for the prompt update, we are trying it now and found that the gun turrets / laser turrets would not fire.
Attached is the mod settings and mod list we are using .. Along with the starting save ...
Attached is the mod settings and mod list we are using .. Along with the starting save ...
- Mon Apr 06, 2020 10:33 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 29923
Re: [MOD 0.17.x] KenirasRandomRecipes
We have been using this mod on JD-Plays community map and I have some suggestions for the randomizations - Underground belt length could be altered - Underground pipe length too - Power poles: Wire reach, supply area - Beacon: % effective, area of effect - Ammo: Damage, number of bullets in a magazi...
- Wed Mar 25, 2020 3:07 pm
- Forum: Mods
- Topic: Industrial Display Plates .. feature request
- Replies: 5
- Views: 2119
Re: Industrial Display Plates .. feature request
Klonan's Construction Drones appear to causing our server to crash when placing "IndustrialDisplays" 3148.073 Error MainLoop.cpp:1202: Exception at tick 13901538: The mod Construction Drones (0.4.8) caused a non-recoverable error. Please report this error to the mod author. Error while run...
- Sun Mar 22, 2020 10:27 pm
- Forum: Mods
- Topic: Industrial Display Plates .. feature request
- Replies: 5
- Views: 2119
Re: Industrial Display Plates .. feature request
We are playing a game of "Pyanodons" and when we try to pick an item from the selection GUI nothing happens, except we get kicked from the game. In my "factorio-current.log" file I get this error message at the time of disconnect. 44548.245 Warning ClientSynchronizer.cpp:89: next...
- Wed Mar 18, 2020 7:19 pm
- Forum: Mods
- Topic: Industrial Display Plates .. feature request
- Replies: 5
- Views: 2119
Industrial Display Plates .. feature request
@Deadlock989 We have been using your display plates on our server and I wonder if you would be open to some feature requests :- A search filter With the normal recipe window you can get it to run a search and apply a filter, but I have not been able to find anything similar with your mod. Close on c...
- Wed Mar 18, 2020 7:19 pm
- Forum: Modding help
- Topic: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
- Replies: 9
- Views: 2152
Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
It could be that. But K2 crushers are set up to make a voiding recipe for any item they don't have a specific recipe for. So, for whatever reason, they are falling back to that recipe rather than the one Deadlock Stacked Recipe may or may not be making at some point. Since crushers are a furnace, m...
- Wed Mar 18, 2020 5:31 pm
- Forum: Modding help
- Topic: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
- Replies: 9
- Views: 2152
Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
The dependency on Krastorio2 is in my mod .. https://github.com/billbo99/deadlock_st ... o.json#L24
- Tue Mar 10, 2020 1:19 pm
- Forum: General discussion
- Topic: Will Wube be represented at "EGX Rezzed" this year ?
- Replies: 1
- Views: 942
Will Wube be represented at "EGX Rezzed" this year ?
Will Wube be represented at "EGX Rezzed" this year ?
Or does the office have a travel ban due to the virus restricting travel ?
Or does the office have a travel ban due to the virus restricting travel ?