Search found 311 matches
- Sat Nov 28, 2020 8:16 pm
- Forum: Not a bug
- Topic: Other settings menu checkbox states bug
- Replies: 1
- Views: 822
- Sat Sep 26, 2020 3:55 am
- Forum: Duplicates
- Topic: [1.0.0] Modded game crash after uninstalling a mod and loading save
- Replies: 1
- Views: 956
[1.0.0] Modded game crash after uninstalling a mod and loading save
Noticed krastorio 2 had already a spidertron mk2 so I didn't need the spidertron tiers mod. Saved the game and uninstalled the spidertron tiers mod and started the game again. Clicked continue to load the previous game but the game crash everytime I load the save. Reinstalling this mod fix the issue...
- Mon Aug 17, 2020 3:57 pm
- Forum: Implemented mod requests
- Topic: [1.0.0] Spidertron missing prototype data
- Replies: 3
- Views: 1669
- Mon Aug 17, 2020 3:10 am
- Forum: Modding interface requests
- Topic: spider-vehicle min_height
- Replies: 0
- Views: 778
spider-vehicle min_height
Trying to make an Half-Life Strider kind of vehicle with the spider-vehicle entity and so I tried raising the height value so it's higher than spidertron but the vehicle keep moving up and down. Is there a way to set the minimum value that it can go down or adjust the effect? https://www.youtube.com...
- Mon May 20, 2019 7:11 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585437
Re: [MOD 0.14] AAI Programmable Vehicles
Is there an up to date demo file? or a blueprint book?
I found this one
viewtopic.php?f=190&t=38475&p=345665&hilit=demo#p345665
But it complain about raw-wood not being a valid entity so it must be pretty old.
I found this one
viewtopic.php?f=190&t=38475&p=345665&hilit=demo#p345665
But it complain about raw-wood not being a valid entity so it must be pretty old.
- Sat Mar 02, 2019 8:09 am
- Forum: Implemented mod requests
- Topic: on_rocket_launch
- Replies: 1
- Views: 1381
Re: on_rocket_launch
Thank you!!! <3Added event on_rocket_launch_ordered.
- Sat Mar 02, 2019 5:24 am
- Forum: Won't fix.
- Topic: [wheybags][0.17.4] Compilatron can kill player
- Replies: 5
- Views: 3267
[wheybags][0.17.4] Compilatron can kill player
I've seen the reddit post of that guy that managed to get Compilatron to kill him by playing with the not yet hidden bait box. But I've done none of that and he just runs me over cold-blooded. I had just finished assembling the requirement to leave the first part of the mission and turned around to ...
- Tue Jan 02, 2018 2:56 am
- Forum: Duplicates
- Topic: [0.16.12] Game crash to deskop when placing mod entities.
- Replies: 1
- Views: 1229
[0.16.12] Game crash to deskop when placing mod entities.
Found a bug with a mod when placing an entities from a mod on the ground. The game hard crash to desktop. The mod it this one https://mods.factorio.com/mods/Nebual/TheyreMadeOutofMeat/ . The entities is the Meat Harvesting Chest. To reproduce : - Load the save from the attached file. - Open the inve...
- Thu Dec 14, 2017 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
- Replies: 15
- Views: 5421
Re: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
What are you using to get into and out of a vehicle then? I use F like GTA and remap item pickup to Mouse button 4 since it's easier to pickup item while moving this way.. F to pickup item seem like a bad choice since often you want to move around while doing that and enter to get in a vehicle can ...
- Thu Dec 14, 2017 11:44 pm
- Forum: Mods
- Topic: [MOD 0.13] Fire extinguisher
- Replies: 11
- Views: 7346
Re: [MOD 0.13] Fire extinguisher
Nah just tryed yesterday and it's still there
mods still work fine thought.. it just kind of fireproof some tree.
mods still work fine thought.. it just kind of fireproof some tree.
- Thu Dec 14, 2017 1:08 am
- Forum: Not a bug
- Topic: API: custom-input key_sequence to CTRL + TAB not working
- Replies: 1
- Views: 1164
API: custom-input key_sequence to CTRL + TAB not working
Hi, Settings custom-input key_sequence to CTRL + TAB don't seem to work anymore. It show as Unknown in the game. Use to work in 0.15. data:extend({ { type = "custom-input", name = "chainsaw-toggle", key_sequence = "CTRL + TAB" } }) You can test it quickly with this mod....
- Thu Dec 14, 2017 12:47 am
- Forum: Won't fix.
- Topic: [16.0] Cliff bounding box / sprite overlap (MR)
- Replies: 4
- Views: 3250
Re: [16.0] Cliff bounding box / sprite overlap
why not just always put the cliff z-index under building?
- Thu Dec 14, 2017 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
- Replies: 15
- Views: 5421
Re: [0.16] Assign Enter to Lua Console Shortcut changed behavior
hope they fix this one fast.. There's too much muscle memory to go back now
- Thu Aug 10, 2017 3:54 pm
- Forum: Modding interface requests
- Topic: [0.13.6] Tree entity saved from fire will never burn again
- Replies: 4
- Views: 3610
Re: [0.13.6] Tree entity saved from fire will never burn again
haha yeah I wonder if that would work.. like it would set the tree on fire and extinguish it right away making it fireproff.
- Sun Apr 30, 2017 7:07 pm
- Forum: Implemented mod requests
- Topic: on_rocket_launch
- Replies: 1
- Views: 1381
on_rocket_launch
Hi, Was wondering if a on_rocket_launch event could be added that would trigger when the rocket launch is initiated rather than when it reach space? The purpose would be to do mod that add the possibility of a catastrophic failure to rocket launch. I did some test and dropping a nuke on a rocket bei...
- Sat Apr 29, 2017 12:17 am
- Forum: Modding help
- Topic: Help in fix mods
- Replies: 7
- Views: 3169
Re: Help in fix mods
in 0.15 you can customise the recipe and tech difficulty, maybe it will do what you need
https://www.factorio.com/blog/post/fff-177
https://www.factorio.com/blog/post/fff-177
- Wed Apr 26, 2017 10:51 pm
- Forum: Modding help
- Topic: Help in fix mods
- Replies: 7
- Views: 3169
Re: Help in fix mods
It's pretty much the same problem with scalar.. unlimited research was added to the game so the mod is now borderline useless. The mod was checking for the count of each technologies and creating more technologie level from it. But now they added a new thing called count_formula which basically do t...
- Wed Apr 26, 2017 10:35 pm
- Forum: Modding help
- Topic: Help in fix mods
- Replies: 7
- Views: 3169
Re: Help in fix mods
I just tryed and it don't seem like you can add an empty or null fluid_input and that seem to be a pretty major problem since the mod was using a "fake" generator to do stuff. But now that I'm not half asleep I'm realizing that this mod is no longer needed in 0.15 since nuclear reactor was...
- Wed Apr 26, 2017 3:23 am
- Forum: Modding help
- Topic: Help in fix mods
- Replies: 7
- Views: 3169
Re: Help in fix mods
For the other one it's a it more complex and I need to go to bed, but I'll check tomorrow if nobody help you.
- Wed Apr 26, 2017 3:18 am
- Forum: Modding help
- Topic: Help in fix mods
- Replies: 7
- Views: 3169
Re: Help in fix mods
for nuculus some thing that were optional before are now needed like fluid_input for a generator entity in /prototype/entitites.lua try adding this to that entity fluid_input = nil or fluid_input = {} it worked for on one of my mod, on another entity type that needed an animation normaly it look lik...