Search found 40 matches
- Tue May 02, 2017 11:21 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 164534
Re: [MOD 0.15.x]Factorio Extended 0.2.7
Just replace the file with the one I have attached to this post here now, and it should work. If you use the Steam-Version, this should be in the following folder: c:\Users\YOURUSERNAME\AppData\Roaming\Factorio\mods\ With the non-steam version, it should be in the install-folder/mods of factorio. Th...
- Tue May 02, 2017 10:12 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 164534
Re: [MOD 0.15.x]Factorio Extended 0.2.7
I have a problem when i try to load a game which is started without the mod. I had this issue too, and fixed it by changing the integer to bool (in bold&underline what I have added): FactorioExtended-Machines_0.2.7.zip\FactorioExtended-Machines_0.2.7\migrations\FactorioExtended-Machines_0.2.3.l...
- Tue May 02, 2017 8:58 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 164534
Re: [MOD 0.15.x]Factorio Extended 0.2.7
Wow, this is a great mod. Thanks for updating it to .15. Just 2 little things I've realized: 1) There is for some reason an issue with the technology label "logistics-system-2". This is not found and results in an unknown-key. The weird thing is, it is in the locale. I have temporarly fixe...
- Sat Apr 29, 2017 8:48 am
- Forum: Implemented Suggestions
- Topic: CTRL+Left draging should be fixed to a single type
- Replies: 5
- Views: 1859
CTRL+Left draging should be fixed to a single type
Hey, the idea is that once you initiate the transfer with CTRL+Leftclick the process should be fixed to that single type of item or bulding. (maybe with an option in the settings to enable/disable this) It happens to me every now and then when I empty my furnaces and gather the iron plates, that I o...
- Fri Apr 28, 2017 10:49 pm
- Forum: News
- Topic: Friday Facts #188 - Bug, Bug, Desync
- Replies: 37
- Views: 22186
Re: Friday Facts #188 - Bug, Bug, Desync
I agree, the bug-argument make sense for some circumstanced. I did read that as well but while lockstep was lately introduced in PoE, all skills and calculations was based on client predictive mode and everything needed to be re-written for lockstep. I don't think this is the case for Factorio. For ...
- Fri Apr 28, 2017 9:22 pm
- Forum: News
- Topic: Friday Facts #188 - Bug, Bug, Desync
- Replies: 37
- Views: 22186
Re: Friday Facts #188 - Bug, Bug, Desync
Really enjoying 0.15. Thanks to the whole team for the great work! I just have a question, because I'm a bit confused about lockstep. I know that Path of Exile changed their netcode from predictive to lockstep with 2.0 and this pretty much completely solved desync issues, because there is only one v...
- Wed Apr 26, 2017 12:14 pm
- Forum: Duplicates
- Topic: [0.15.2] headless - server crash after player logout
- Replies: 4
- Views: 1437
[0.15.2] headless - server crash after player logout
Hey, my server crashed after I've logged out from the game. Running on Ubuntu 16.04.2 LTS (GNU/Linux 4.4.0-72-generic x86_64) I tried to re-produce it, but it seems infrequent. No mods are installed. The map is new and was created with 0.15.0 by using the --create command on the server console with ...
- Mon Apr 24, 2017 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Headless won't start: "Error Util.cpp:58: Invalid value"
- Replies: 8
- Views: 7832
Re: [0.15.0] Headless won't start
I did an strace of the headless server and it looks like it's giving up after trying to load the server settings json file (which wasn't there by default). I copied the example settings file from the data directory into the main directory, filled in a few settings, and now the server will start. Si...
- Mon Apr 24, 2017 5:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Headless won't start: "Error Util.cpp:58: Invalid value"
- Replies: 8
- Views: 7832
Re: [0.15.0] Headless won't start
I'm getting the same error: Ubuntu 16.04.2 LTS (GNU/Linux 4.4.0-72-generic x86_64) ~/bin/x64$ ./factorio /home/factorio/config-path.cfg --start-server-load-latest 0.000 2017-04-24 19:42:43; Factorio 0.15.0 (build 29027, linux64, headless) 0.038 Operating system: Linux (Ubuntu 16.04) 0.038 Program ar...
- Mon Apr 24, 2017 4:33 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 143101
Re: Version 0.15.0
Well, downloaded, installed, run, crashed. Crashes everytime at same percetage. Edit: It crashes on startup for me (Win64 Steam) at 98% Error Value must be a dictionary in property tree at ROOT.other Upgraded from 0.14.23 Correct Same here I have the exact same issue Whatever I try, it's not loadin...
- Thu Jan 12, 2017 1:58 pm
- Forum: General discussion
- Topic: Roboport repair pack inventory
- Replies: 17
- Views: 11796
Re: Roboport repair pack inventory
But then the bots will pick up from the provider chest and put them into the requester chest. However this shouldn't be toooo much of a problem as long as you have a solid supply of Repair Packs in Active Provider or Storage chests, as these take priority over Passive Providers. However if you run ...
- Thu Jan 12, 2017 11:51 am
- Forum: General discussion
- Topic: Roboport repair pack inventory
- Replies: 17
- Views: 11796
Re: Roboport repair pack inventory
well okay, then my solution would be to have a couple of requester chests asking for, lets say 1 stack of those repair kits and have an inserter and a passive provider with cable condition to only insert if there are less than 10 kits or something in the provider chest. I will do some testings tonig...
- Thu Jan 12, 2017 10:38 am
- Forum: General discussion
- Topic: Roboport repair pack inventory
- Replies: 17
- Views: 11796
Re: Roboport repair pack inventory
Actually our "design" is that repair packs should be put primarily to logistic chest (storage or provider) and slots in roboport are just for robots that are returning from repair job with some repair packs left. So putting repair packs to storage chest is preferred solution. Good to know...
- Wed Jan 11, 2017 10:52 pm
- Forum: Not a bug
- Topic: [0.14.21] Storage of provider chest not within network
- Replies: 3
- Views: 993
Re: [0.14.21] Storage of provider chest not within network
Oh my god, thank you so much. I'm sorry for that, totally my fault. Yes I did move a roboport some hours before, totally forgot it.
Wasn't even thinking about if it was in roboport range.
Fixed it, thanks for the quick reply!
Cheers,
Joe
Wasn't even thinking about if it was in roboport range.
Fixed it, thanks for the quick reply!
Cheers,
Joe
- Wed Jan 11, 2017 9:24 pm
- Forum: Not a bug
- Topic: [0.14.21] Storage of provider chest not within network
- Replies: 3
- Views: 993
[0.14.21] Storage of provider chest not within network
Hey guys, not sure if this is a known one, I have did some search but didn't find something. I have build a complete vanilla base because of achievements and suddenly, one of my passive provider chests do not report it's storage to the logistic network. I'm pretty sure it was working before. I have ...
- Sat Dec 31, 2016 9:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252022
Re: Bugs & FAQ
It is a known bug. apparently if there are multiple recipes for something, the game tries only the latests. you can however craft wood(boards) per hand and then auto craft anything that has wood in it. Okay, thanks for the answer. Hopefully it gets fixed with 0.15 then. I find this really annoying :D
- Sat Dec 31, 2016 7:53 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1252022
Re: Bugs & FAQ
Hey Angel, I think I've identified a bug but I'm not quite sure about the root cause. The issue is once I finish bio-processing research, I am no longer able to craft the wooden boards from Bobs mods as well as the chests from LargerChests mods by hand. Seems everything that is related to "wood...
- Sat Dec 31, 2016 5:10 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421424
Re: Development and Discussion
Excellent, thank you Daniel!
@Angel: I have now attached the file here, let me know what you think. Also added a comment.txt with some minor corrections I did in the english texts.
Thanks,
Joe
@Angel: I have now attached the file here, let me know what you think. Also added a comment.txt with some minor corrections I did in the english texts.
Thanks,
Joe
- Sat Dec 31, 2016 2:18 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421424
Re: Development and Discussion
I'm german but I havent done any translations for the mod into german, because most of the time I play with the game set to english. So if you want to contribute a translation I appreciate the effort and will include it in the mods. Thanks, appreciate to help. Worked on that yesterday and the trans...
- Thu Dec 29, 2016 4:56 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1421424
Re: Development and Discussion
Hey Angel, all - just a bit off-topic maybe, but I'm wondering if you consider to translate the mod to German? Tbh I've already translated the smaller ones (Silo, bio and infinite). Working on Petrochem now and realized that it would be some hours maybe to translate the other addons. Therefore I jus...