When replying to discussion thread on the mod portal, unchecking the box next to "Subscribe to responses" does not seem to apply correctly. I have to go the bigger button at the top of the message thread and click that after hitting submit if I do not want to get notifications.
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Gnemonix
Search found 14 matches
- Mon Aug 03, 2020 6:25 pm
- Forum: Mod portal Discussion
- Topic: [Mod Portal] Unchecking "Subscribe to responses" not working
- Replies: 4
- Views: 1802
- Thu Jul 30, 2020 8:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.38] Download links are 404 (Resolved)
- Replies: 2
- Views: 1254
[0.18.38] Download links are 404 (Resolved)
This is just a quick message to make sure you are aware that the download links for 0.18.38 (including the migration updates in-game) are returning 404 errors.
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gnemonix
edit: The links are working now.
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gnemonix
edit: The links are working now.
- Sat Sep 08, 2018 4:59 am
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 46188
Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Unfortunately, the scancode change will probable break Factorio on my computer (until I remap the keybinds) as I use a mechanical Dvorak keyboard that fakes the scancodes as QWERTY. The reason is because there is a button on the keyboard that enables fast switching between Dvorak and QWERY. This is ...
- Sat May 12, 2018 9:40 pm
- Forum: Bob's mods
- Topic: Conflict with Bob's Funtions Library
- Replies: 4
- Views: 2437
Re: Conflict with Bob's Funtions Library
The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how has made a fix for it (see below). However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here : Either make the same changes until bobbingabout can...
- Sat May 12, 2018 9:39 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363316
Re: [0.16.x] Bob's Mods: General Discussion
The recent releases of Nanobots (2.0.3 to 2.0.6) are somehow causing bobpower to crash. Nexela is lost as to how has made a fix. However the cause is because there is an inconsistency in boblibrary API calls as I mentioned here : Either make the same changes until bobbingabout can make an official u...
- Sat May 12, 2018 2:09 pm
- Forum: Bob's mods
- Topic: [0.16.42] bob_power bug after latest update
- Replies: 9
- Views: 4047
Re: [0.16.42] bob_power bug after latest update
It's not Nanobots itself so much as a major bump in STDLIB that potentially broke it. However, the API calls for boblibrary are still inconsistent and need to be addressed.
- Sat May 12, 2018 4:01 am
- Forum: Bob's mods
- Topic: [0.16.42] bob_power bug after latest update
- Replies: 9
- Views: 4047
Re: [0.16.42] bob_power bug after latest update
I'll re-post this from here A recent update of Nanobots (2.0.5) seemed to break BobPower. Without Nanobots or with an older version (2.02) the game loads just fine. Investigation discovered the culprit to be these: bobpower/prototypes/fluid-generator-updates.lua if data.raw.item["steel-pipe&quo...
- Sat May 12, 2018 3:17 am
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 136458
Re: Feedback
A recent update of Nanobots (2.0.5) seemed to break BobPower. Without Nanobots or with an older version (2.02) the game loads just fine. Investigation discovered the culprit to be these: bobpower/prototypes/fluid-generator-updates.lua if data.raw.item["steel-pipe"] then bobmods.lib.recipe....
- Thu Dec 28, 2017 11:03 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1406547
Re: Bugs & FAQ
the ferrous or cupric solution recipes have no machine they can be made in. That's because the leaching plant building currently does not have an output fluid box. Only an input fluid box. I modified ore-leaching-plant.lua to add the missing output like the following: fluid_boxes = { { production_t...
- Thu Dec 14, 2017 8:50 am
- Forum: Duplicates
- Topic: [0.16.1][Linux] Mods Not Loading at Startup w/ Workaround
- Replies: 1
- Views: 928
[0.16.1][Linux] Mods Not Loading at Startup w/ Workaround
Noticed some odd behavior when testing the latest version. Mods in zip format will crash the game during startup. This is the error message I believe to be the most pertinent. Error Package.cpp:264: Package lock (read) is active on /home/gnemonix/Programs/factorio/main/mods/even-distribution_0.2.6.z...
- Thu Feb 18, 2016 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: Use SDL2 for input on linux.
- Replies: 5
- Views: 5372
Re: Use SDL2 for input on linux.
Sounds like you could use a keyboard with a physical Dvorak/Qwerty button.
http://matias.ca/dvorak/
http://matias.ca/dvorak/
keyboard
- Tue Jan 06, 2015 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.9] Toolbelt crash
- Replies: 3
- Views: 1769
Re: [0.11.9] Toolbelt crash
Confirmed. However it involves any clicking (left, right, or middle) on any static gui border. Including windows that open as part of a mod such as TimeButtons. This workes both with and without holding an item. Windows that can be moved however (inventories, technology, burners/miners) seem to be s...
- Wed May 07, 2014 6:53 am
- Forum: Mods
- Topic: [MOD 0.10.x] Telelogistics v0.2.4
- Replies: 91
- Views: 56443
Re: [MOD 0.9.x] Telelogistics v0.1.2
Seems like there is another small but annoying bug: When I install the mod all filtert options for the smart inserter are filled with near endless copies of the MK2 and MK3 tele inserter. I'm using the latest version of Factorio. Link . If you know how to fix it please tell me. I played around with...
- Sun Apr 27, 2014 10:21 pm
- Forum: Gameplay Help
- Topic: cant play game
- Replies: 3
- Views: 2925
Re: cant play game
If you are getting screens like these:
You problably disabled the Base Mod.
Turn it back on and restart the game to enable the change.
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Happy building!
You problably disabled the Base Mod.
Turn it back on and restart the game to enable the change.
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Happy building!