Search found 278 matches
- Wed Feb 14, 2018 3:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Tile limit reached, 16.16 worked
- Replies: 9
- Views: 5514
Re: [Rseding91] [16.17] Tile limit reached, 16.16 worked
What is the likelihood (read: difficulty) of getting the tile limit increased by a byte making it 4095 max? I got a number of saves I can't load directly anymore because of this error. Have to disable just the right mod, load, save, reenable the mod and it seems to work just fine until the error ran...
- Wed Jan 17, 2018 8:45 pm
- Forum: Pending
- Topic: [Dominik] [0.16] Rounding glitch for recipes with fractional ingredien
- Replies: 6
- Views: 2213
Re: [Dominik] [0.16] Rounding glitch for recipes with fractional ingredien
It isn't using actually using fractional ingredients. Everything is a whole ingredient just when Factorio goes to compute the total raw ingredients it looks fractional after it works backwards through the recipes to the raw ingredients. Hovering over unmodded vanilla green circuits will show copper ...
- Sat Dec 30, 2017 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Mod portal] Network error when trying to upload mod file
- Replies: 2
- Views: 1254
Re: [Mod portal] Network error when trying to upload mod file
I've been getting this too for about 18 hours now. I've seen the rare few still manage to upload a mod update in the same time frame. Wish I knew what the magic trick was.
Just for giggles I tried Firefox, Chrome and...Internet Explorer.
Just for giggles I tried Firefox, Chrome and...Internet Explorer.
- Fri Aug 25, 2017 5:33 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 47459
Re: Friday Facts #205 - Teaching the things that everybody knows
"Optional dependency" still seems like too strong of a wording. They're not a dependency at all, they're a load order constraint and a version match. That is what required dependency is too, though. Just with additional rule of do not load the mod if that fails. If you have a better name ...
- Thu Aug 17, 2017 11:36 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212916
Re: Bugs & FAQ
Thank you so much! Everything was such a pain with the metal mixing furnace being so far out of the way in the research tree. Advancement all but halted for a long long time while unlocking all the research for the metal mixing furnace.-shifted metal mixing furnace to electronics tech
- Thu Aug 10, 2017 9:40 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212916
Re: Bugs & FAQ
Ah, looks like that was a setup that used to work but broke when the ores were no longer smelted 1:1. I think Factorio 0.15 might have actually broke this. In 0.14 as long as there was either an ore or plate in the furnace then the inserters would only insert the same ore that was already in the fu...
- Thu Aug 03, 2017 5:04 am
- Forum: Desyncs with mods
- Topic: [0.15.30] Multiple Desyncs from Modded MP Server
- Replies: 5
- Views: 2412
Re: [0.15.30] Multiple Desyncs from Modded MP Server
Restarting the server fixes it in the short-term. I've discovered that if you let the server go through the desync process three times then who ever connects after that will get in fine. No one else will desync when connecting for a little while. After a while, though, it will suddenly start happeni...
- Thu Aug 03, 2017 4:50 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212916
Re: Bugs & FAQ
You'd have one hell of a time with AAI Industries then, which pushes ALL of this a whole lot further down the tech tree to the point that solder is the last thing on your mind. You just want to make electricity happen before the 6th hour passes by. I would also argue that dealing with the logistics...
- Wed Aug 02, 2017 8:35 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212916
Re: Bugs & FAQ
As has been pointed out by a couple of people now, you don't get more plates from sorting until you're doing metallurgy smelting or single result sorting (i.e. saphirite + jivolite -> iron) anyway. Unless you need the slag for something (unlikely at this stage of the game) you can stick with crushe...
- Wed Aug 02, 2017 7:07 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212916
Re: Bugs & FAQ
With angel's refining and angel's smelting installed the path to making solder is locked behind a significant amount of research. Metallurgy advanced copper smelting advanced tin smelting advanced bronze smelting Alloy Processing 1 That is a lot of research just to unlock bob's metal mixing furnace ...
- Sun Jul 30, 2017 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.15.31] Blueprint + Mod "Issues"
- Replies: 5
- Views: 4531
Re: [0.15.31] [for 0.16] Blueprint + Mod "Issues"
Just keep throwing more science packs at it and we will...eventually.kovarex wrote:Well, unfortunatelly, we all don't have permanent telepatic connection
- Fri Jul 28, 2017 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.15.31] Blueprint + Mod "Issues"
- Replies: 5
- Views: 4531
Re: [0.15.31] [for 0.16] Blueprint + Mod "Issues"
I specifically asked about this and even had a discussion with Reseding91 over it on Reddit back when the blueprint library was first mentioned in FFF #156!kovarex wrote:I completely agree with you, we didn't realize this one.
reddit fff 156
- Fri Jun 30, 2017 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: Accidental character death not triggering the death screen
- Replies: 4
- Views: 3380
Re: Accidental character death not triggering the death screen
...I feel like the bitters should be denied building their spawner or turret instead of deleting/killing the player. Otherwise I want the ability to run into their lands a drop assemblers all over and kill them with a satisfying squish sound effect!
- Fri Jun 30, 2017 8:34 pm
- Forum: Not a bug
- Topic: [15.25] Not repaired object in roboport zone
- Replies: 5
- Views: 1889
Re: [15.25] Not repaired object in roboport zone
Bots are dumb they attempt to take the shortest path (straight-line) from their current location to where they are needed. This results in the problem you are seeing now. The bots that got assigned to fix that section of wall at on the complete opposite side of your logistic network and Since there ...
- Sat Jun 03, 2017 8:53 pm
- Forum: Angels Mods
- Topic: Angel's Logistic Loaders disabled?
- Replies: 0
- Views: 1264
Angel's Logistic Loaders disabled?
Why are the loaders disabled in 0.15?
data-updates.lua requires "prototypes.logistics-override" which disables the loader technologies on the very first line.
Is there a reason for this?
data-updates.lua requires "prototypes.logistics-override" which disables the loader technologies on the very first line.
Is there a reason for this?
- Wed May 31, 2017 4:10 pm
- Forum: Won't implement
- Topic: find_gui_filtered() for LuaPlayer, LuaGui, and LuaGuiElement
- Replies: 2
- Views: 998
Re: find_gui_filtered() for LuaPlayer, LuaGui, and LuaGuiElement
Let's say I have a GUI setup with over 30 interactive elements for every player. Some elements might only exist for some players and not others. A interaction with one element (it got clicked for example) might cause several others to need updating/created/removed. I would have to maintain a special...
- Wed May 31, 2017 6:15 am
- Forum: Modding help
- Topic: How do I figure out what "type" factorio object is?
- Replies: 6
- Views: 1607
Re: How do I figure out what "type" factorio object is?
And I just caught my mistake with pcall that I spent literally hours pacing the house trying to figure out. Forgot the anonymous "wrapper" function. No wonder the error was "escaping" pcall. The error was actually thrown before pcall even got called. Doh! Now I can finally go to ...
- Wed May 31, 2017 5:05 am
- Forum: Won't implement
- Topic: find_gui_filtered() for LuaPlayer, LuaGui, and LuaGuiElement
- Replies: 2
- Views: 998
find_gui_filtered() for LuaPlayer, LuaGui, and LuaGuiElement
We have a LuaSurface.find_entities_filtered . Would it be possible to also have a find_gui_filtered that works the same way? Then attach that function to LuaPlayer, LuaGUI and LuaGuiElement? Below is my working proof-of-concept that such a function is already very much possible. I'm experimenting wi...
- Wed May 31, 2017 4:29 am
- Forum: Modding help
- Topic: How do I figure out what "type" factorio object is?
- Replies: 6
- Views: 1607
Re: How do I figure out what "type" factorio object is?
I know but it was the only way to make my function "smart" in the desired fashion.Rseding91 wrote:That's going to be *incredibly* slow performance wise. Don't do that...
Hopefully the Modding API Request I'm working on will make sense why I did it the way I did.
- Wed May 31, 2017 4:16 am
- Forum: Modding help
- Topic: How do I figure out what "type" factorio object is?
- Replies: 6
- Views: 1607
Re: How do I figure out what "type" factorio object is?
I'm working on a GUI lib for my addons that I plan to eventually turn into PR against stdlib. I found a super hacky way around it by abusing the new help function on every factorio object that I just discovered. Now that I have a "properly" working proof-of-concept I really want this funct...