Search found 422 matches
- Sat Jul 16, 2016 8:28 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109558
Re: Anyone have excessive load and save times with Misanthrope?
I have been playing with this mod, on maps, and am sure this mod is making the save and load times absurdly long, as in up to 5-10 minutes. Is anyone else experiencing this? My theory is that because it alters all the buildings, this is causing an un optimized method somewhere. Tested my current ma...
- Sat Jul 16, 2016 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9][posila] CTD Giving a unit group an invalid command
- Replies: 2
- Views: 2407
[0.13.9][posila] CTD Giving a unit group an invalid command
No save/mods because this is easy to reproduce. Create a unit group with several biters, and then give them a "compount command" but with no "commands" field (required API field). The unit_group.set_command does not fail or verify the table contents, but a few moments later, the ...
- Tue Jul 12, 2016 10:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118324
Re: [MOD 0.12.x] Marathon 1.0.3
Awesome. Let me know.IhanaMies wrote:I have done one, but I havent got the time to check if angels has made any chances to his mods. I will notify through this and angels mod topic when im done
- Sat Jul 09, 2016 5:23 am
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46141
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
No thanks. Edit it yourself, but I generally don't provide configurations. Its a waste of my time. Doubly so with thanks to the mod portal.Tyrindor wrote:Like the mod, but please give a way to disable the turret MK2 in config. It's not balanced for some other mods I use.
- Wed Jul 06, 2016 5:19 pm
- Forum: Modding discussion
- Topic: chunks coordinates /32 ?
- Replies: 2
- Views: 1277
Re: chunks coordinates /32 ?
request_to_generate_chunks uses the real world coordinates. The radius is in chunks though. is_chunk_generated is in chunks.
- Mon Jul 04, 2016 9:27 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47292
Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.5.1
New Release, contains a single bug fix:
- Version 0.5.1 (No Breaking Changes)
- Fixed Event registry not notifying of an error in an event handler when the game was loaded, but no players were connected to the game
- Note: Thanks to mojo2012 for the bug report
- Thu Jun 30, 2016 2:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118324
Re: [MOD 0.12.x] Marathon 1.0.3
Copy of my response on the mod portal: It works when i remove the turret and production recipe dependencies from the updates lua. I was using bobs library, assembly, modules, power, logistics and config (also using mining now that its fixed). Was getting errors about steel bearings and steel gear w...
- Thu Jun 30, 2016 2:59 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109558
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
I replied in the mod portal, but to repeat, I'll take a look and fix.
- Wed Jun 29, 2016 2:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118324
Re: [MOD 0.12.x] Marathon 1.0.3
Marathon is dependent on all of the Bob's mods modules. I don't want to use them all but if i disable one of them, the game stops working because it wants Marathon to use all of Bob's modules. Marathon should not be dependent on any of them, and you should be able to mix and match. Please post whic...
- Wed Jun 29, 2016 2:56 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 58587
Re: [MOD 0.12.20+] Concrete Logistics 1.1.0
I plan on upgrading this mod to 0.13, please give me some extra time while I figure out migration paths due to this mods dependencies.
- Wed Jun 29, 2016 2:55 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
- Replies: 78
- Views: 34880
Re: [MOD 0.12.20+] Logistics Mining 1.0.1 - Mining With Robots
The latest version of Logistics Mining was updated for Factorio 0.13 and uploaded to the factorio mod portal: https://mods.factorio.com/mods/Afforess/LogisticsMining
- Wed Jun 29, 2016 2:54 am
- Forum: Mods
- Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
- Replies: 58
- Views: 46141
Re: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
The latest version of AmmoBox was updated to work for Factorio 0.13 and is available on the mod portal: https://mods.factorio.com/mods/Afforess/AmmoBox
- Wed Jun 29, 2016 2:54 am
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 32300
Re: [MOD 0.12.20+] Big Brother 0.2.3 - Radar & Surveillance
The latest version of Big Brother for Factorio 0.13 was uploaded on the mod portal, and I plan to continue to support it there: https://mods.factorio.com/mods/Afforess/Big_Brother
- Wed Jun 29, 2016 2:46 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 313414
Re: MOD [0.12+] Bio-Farm 1.3.0 - Tree Farming Mod & More...
Mod now released on Mod Portal. Bio Industries Changing the entity names w/o any migrations makes me sad. :( Sorry, I did not even think of that... I intended this to be a new mod for 0.13. Yeah I noticed. Still, you could use migrations.json to map entities from Bio-Farm to Bio-Industries if you w...
- Tue Jun 28, 2016 11:47 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 313414
Re: MOD [0.12+] Bio-Farm 1.3.0 - Tree Farming Mod & More...
Changing the entity names w/o any migrations makes me sad.
- Tue Jun 28, 2016 11:16 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47292
Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.5.0
For interested modders, The Factorio Standard Library is fully compatible with both Factorio 0.12 and 0.13 with no changes. All existing versions are fully compatible.
Future releases after 0.5 will likely no longer be fully compatible with Factorio 0.12.
Future releases after 0.5 will likely no longer be fully compatible with Factorio 0.12.
- Mon Jun 27, 2016 9:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118324
Re: [MOD 0.12.x] Marathon 1.0.3
Marathon 1.1.0 is available for Factorio 0.13 on the mod portal: https://mods.factorio.com/mods/Afforess/marathon
- Mon Jun 27, 2016 8:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118324
Re: [MOD 0.12.x] Marathon 1.0.3
it's not. I will update it later today.Tev wrote:How is marathon ready for 0.13 (just from the changelog info)?
- Mon Jun 27, 2016 2:31 pm
- Forum: Modding help
- Topic: Strange behaviour with LuaGuiElement
- Replies: 2
- Views: 1248
Re: Strange behaviour with LuaGuiElement
I haven't tested, but does this have to do with the type of GuiElement you created (flow)? I think that may be treated like a modal popup and is why the quickbar is disabled. Have you tried creating a button type invisible element instead?
- Sat Jun 25, 2016 11:38 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 109558
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
I wasn't really doing anything special. I would note though, that I had been playing for a few hours straight. Any chance of a memory leak? Ok, so I am going to work on a developer mode GUI which you should be able to toggle and flip on/off Misanthrope behaviors to hopefully allow you to debug if/w...