As un-frequent user of mod portal:
It become much harder to read. Main reason is elements borders and shadows. They are now very sharp, and attracting eyesight, instead of text. Google Material design tries to remove as much decorations as possible, so content is easier to consume.
Hint: removing ...
Search found 67 matches
- Sat Jun 27, 2020 6:26 am
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 49222
- Sat Apr 18, 2020 8:56 am
- Forum: Videos
- Topic: BioIndustries and Factorissimo, what could go wrong?
- Replies: 0
- Views: 1331
BioIndustries and Factorissimo, what could go wrong?
https://www.youtube.com/watch?v=QinAKIoiAtk
Some details:
L3 factory have L1 inside. They located on same surface. Bioindustries electric rails, could be build over any surface, or if there is no surface.
It is possible that any 2 buildings will have internals close to each other.
You could ...
Some details:
L3 factory have L1 inside. They located on same surface. Bioindustries electric rails, could be build over any surface, or if there is no surface.
It is possible that any 2 buildings will have internals close to each other.
You could ...
- Sun Mar 29, 2020 8:10 am
- Forum: Technical Help
- Topic: Reached id limit for tile. The game can't contain more than 255 instances of this prototype
- Replies: 3
- Views: 1610
Reached id limit for tile. The game can't contain more than 255 instances of this prototype
Got an error after adding dectorio (~100 of other mods).
102.492 Error ModManager.cpp:1471: Reached id limit for tile. The game can't contain more than 255 instances of this prototype due to hardcoded limits of the engine.
Is there a way to find what mods are involved? Then I could try to remove ...
102.492 Error ModManager.cpp:1471: Reached id limit for tile. The game can't contain more than 255 instances of this prototype due to hardcoded limits of the engine.
Is there a way to find what mods are involved? Then I could try to remove ...
- Sun Mar 22, 2020 9:20 am
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 96118
Re: [MOD 0.15.x] Mining Space Industries
I researched lab technology, before fixing crashed lab. (as i need to research electronics to make basic electronic board).
Now it looks like stuck with "research laboratory mission". Any advice to make it complete?
EDIT:
solved with
/c game.get_player(1).force.technologies["laboratory ...
Now it looks like stuck with "research laboratory mission". Any advice to make it complete?
EDIT:
solved with
/c game.get_player(1).force.technologies["laboratory ...
- Fri Jun 07, 2019 2:01 pm
- Forum: Releases
- Topic: Version 0.17.46
- Replies: 11
- Views: 11199
Re: Version 0.17.46
Updated game. Now starting factorio with mods crash:
.....
70.065 Loading sounds...
70.219 Info PlayerData.cpp:69: Local player-data.json unavailable
70.219 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559915468
70.458 Error Util.cpp:83: Specifying multiple group flags ...
.....
70.065 Loading sounds...
70.219 Info PlayerData.cpp:69: Local player-data.json unavailable
70.219 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1559915468
70.458 Error Util.cpp:83: Specifying multiple group flags ...
- Thu Apr 25, 2019 1:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 519276
- Wed Apr 24, 2019 6:58 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 519276
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Is it possible to remove extra items on game start?

Wasn't able to find settings for that.

Wasn't able to find settings for that.
- Wed Apr 24, 2019 6:03 pm
- Forum: Releases
- Topic: Version 0.17.33
- Replies: 5
- Views: 10203
Re: Version 0.17.33
67.584 Mods to disable:Failed to load mods: The given sprite rectangle (left_top=588x0, right_bottom=784x64) is outside the actual sprite size (left_top=0x0, right_bottom=612x101).
Sprite name: __base__/graphics/entity/tree/03/tree-03-a-shadow.png.: __base__/graphics/entity/tree/03/tree-03-a-shadow ...
Sprite name: __base__/graphics/entity/tree/03/tree-03-a-shadow.png.: __base__/graphics/entity/tree/03/tree-03-a-shadow ...
- Tue Mar 26, 2019 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.19] Crash opening up research
- Replies: 16
- Views: 6078
Re: [0.17.19] Crash opening up research
I got feeling that you promoted to your QA to manager position... 

- Mon Mar 25, 2019 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.18] Broken map preview in map generator
- Replies: 15
- Views: 8006
Re: [0.17.18] Broken map preview in map generator
"new game" list of resources make window too long, and buttons invisible. Not possible to start new game at all.
- Mon Mar 25, 2019 1:49 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 768110
Re: pY Coal Processing - Discussion
With latest updates:
37.354 Loading mod pyfusionenergy 1.1.9 (data-updates.lua)
37.360 Error ModManager.cpp:1294: Failed to load mod "pyfusionenergy": __pyfusionenergy__/data-updates.lua:2: module __pycoalprocessing__/prototypes/functions/functions not found; no such file __pycoalprocessing ...
37.354 Loading mod pyfusionenergy 1.1.9 (data-updates.lua)
37.360 Error ModManager.cpp:1294: Failed to load mod "pyfusionenergy": __pyfusionenergy__/data-updates.lua:2: module __pycoalprocessing__/prototypes/functions/functions not found; no such file __pycoalprocessing ...
- Sat Mar 23, 2019 4:16 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 586618
Re: pY Raw Ores Discussion
Maybe it was already discussed, but i just got cognitive dissonance:
RECIPE {
type = 'recipe',
name = 'electronic-circuit',
category = 'chip',
enabled = true,
energy_required = 6,
ingredients = {
{type = 'item', name = 'pcb1', amount = 1},
{type = 'item', name = 'valve', amount = 3},
{type ...
RECIPE {
type = 'recipe',
name = 'electronic-circuit',
category = 'chip',
enabled = true,
energy_required = 6,
ingredients = {
{type = 'item', name = 'pcb1', amount = 1},
{type = 'item', name = 'valve', amount = 3},
{type ...
- Thu Mar 07, 2019 6:41 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 394471
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Bio Industries have new version scheme. It was 2.x.x, now it is 0.17.x
Please update dependency.
Please update dependency.
- Thu Mar 07, 2019 6:31 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1668625
Re: Bugs & FAQ
With factorio 0.17.8 refining 0.10.3 start to work.
- Tue May 29, 2018 2:37 pm
- Forum: Releases
- Topic: Version 0.16.46
- Replies: 7
- Views: 11471
Re: Version 0.16.46
yes. it will, eventually 
But, really, we could play with 100+ mods on almost any version released during last year. I think it is more stable than most (80%+) of other sandboxes with mods.
I agree, that one thing is missing now: trust that updating to new version will not make game unplayable.

But, really, we could play with 100+ mods on almost any version released during last year. I think it is more stable than most (80%+) of other sandboxes with mods.
I agree, that one thing is missing now: trust that updating to new version will not make game unplayable.
- Sat Apr 14, 2018 5:19 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 69546
Re: Friday Facts #238 - The GUI update (Part II)
Do I understand correctly, that you going to add local coop mode? So 2 players could use 2 cursors simultaneously?
- Thu Apr 05, 2018 6:10 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1847921
Re: Development and Discussion
What about aluminum oxynitride?
https://www.google.fi/search?q=aluminum+oxynitride
https://www.google.fi/search?q=aluminum+oxynitride
- Sun Apr 01, 2018 11:45 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34770
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.4
It took a while to find exact mod that were causing troubles. It is Bio_Industries_2.2.5
- Sat Mar 31, 2018 6:28 am
- Forum: Bob's mods
- Topic: Give feedback: Tier colours
- Replies: 13
- Views: 7645
Re: Give feedback: Tier colours
Science color order is irrelevant, as grey/blue purple/yellow often goes independently in my games. Actually, in my current game (with many mods, as this anyway applied to modded games) i have red, blue, yellow, purple, gray science packs, but not green and white yet. Green require uranium.
Purple ...
Purple ...
- Fri Mar 30, 2018 8:19 am
- Forum: Mods
- Topic: [MOD 0.18.x] KenirasRandomRecipes
- Replies: 84
- Views: 34770
Re: [MOD 0.16.x] KenirasRandomRecipes 1.0.4
Tried to update mods and run again, got this error:
data-final-fixes.lua:321 (:323 with 1.0.4)
"attempt to compare string with number"
data-final-fixes.lua:321 (:323 with 1.0.4)
"attempt to compare string with number"