Search found 40 matches
- Sat Aug 29, 2020 1:55 pm
- Forum: Ideas and Suggestions
- Topic: If you click on the minimap with spidertron remote, it should move spidertron instead of opening the map.
- Replies: 5
- Views: 1618
If you click on the minimap with spidertron remote, it should move spidertron instead of opening the map.
TL;DR If you click on the minimap with a spidertron remote selected the spidertron should move there instead of it opening the map and then having to click on the same spot again. What ? If you are holding a spidertron remote the spidertron will move to the spot you clicked, instead of opening the m...
- Tue Apr 09, 2019 9:53 pm
- Forum: Modding help
- Topic: Invalid Prototype Array Error
- Replies: 6
- Views: 1914
Re: Invalid Prototype Array Error
I'll download that mod and look at it, unfortunately college is keeping me quite busy and I've just been working on this whenever I have a few minutes.
- Tue Apr 09, 2019 7:33 pm
- Forum: Modding help
- Topic: Invalid Prototype Array Error
- Replies: 6
- Views: 1914
Re: Invalid Prototype Array Error
thanks for seeing that, I guess i've been staring at it too long to notice....
Dang, after editing it it's still not working
Dang, after editing it it's still not working
- Tue Apr 09, 2019 3:58 pm
- Forum: Modding help
- Topic: Items and Recipes not being extended from data-final-fixes
- Replies: 0
- Views: 737
Items and Recipes not being extended from data-final-fixes
So in the data-final-fixes my mod generates new items and recipes if an item meets requirements. I finally got the mod to the point where it will load into .17 and show the tech tree, now the problem is none of the items or recipes show up. I think it's either the mod using the wrong groups to find ...
- Tue Apr 09, 2019 3:55 pm
- Forum: Modding help
- Topic: Invalid Prototype Array Error
- Replies: 6
- Views: 1914
Re: Invalid Prototype Array Error
Thanks that seems to have fixed it! Now it's just not picking up any items or recipes.
- Tue Apr 09, 2019 3:15 pm
- Forum: Modding help
- Topic: Issues updating mod to .17
- Replies: 2
- Views: 1097
Re: Issues updating mod to .17
ok I posted the specific error here. viewtopic.php?f=25&t=69245
- Tue Apr 09, 2019 2:24 am
- Forum: Modding help
- Topic: Invalid Prototype Array Error
- Replies: 6
- Views: 1914
Invalid Prototype Array Error
I'm trying to update my mod to .17 and keep getting an invalid prototype array error. Any help would be appreciated thanks!
https://github.com/theradman221/Compressed-Materials
Mod Githubhttps://github.com/theradman221/Compressed-Materials
- Mon Apr 08, 2019 8:51 pm
- Forum: Modding help
- Topic: Issues updating mod to .17
- Replies: 2
- Views: 1097
Issues updating mod to .17
I'm trying to update my mod to .17 and keep having weird errors. I haven't worked on it in a while and any help would be appreciated thanks!
https://github.com/theradman221/Compressed-Materials
https://github.com/theradman221/Compressed-Materials
- Mon Apr 08, 2019 3:47 pm
- Forum: Modding help
- Topic: Table expected got nil error when trying to update mod to .17
- Replies: 2
- Views: 1080
Re: Table expected got nil error when trying to update mod to .17
Thanks that seems to have fixed the first error. Now it has a new error.
- Mon Apr 08, 2019 4:04 am
- Forum: Modding help
- Topic: Table expected got nil error when trying to update mod to .17
- Replies: 2
- Views: 1080
Table expected got nil error when trying to update mod to .17
So I've been trying to update my compressed materials mod to .17 and I'm having a problem where when the game starts it gives a table expected, got nil error. I'll upload a screenshot of the error as well as a copy of the mod as is. Any help would be appreciated thanks! error file.PNG compressor_0.2...
- Wed Aug 29, 2018 4:05 am
- Forum: Technical Help
- Topic: Headless server fighting over log file.
- Replies: 4
- Views: 2289
Re: Headless server fighting over log file.
Thanks for all the help!
- Wed Aug 22, 2018 3:59 am
- Forum: Technical Help
- Topic: Headless server fighting over log file.
- Replies: 4
- Views: 2289
Headless server fighting over log file.
I am having an issue where if I start factorio then my headless server the server works fine. But if I close factorio and try to restart it it gives me a error that the current log is not movable. So i'm wondering if it is possible to change where the server saves it's log file so they don't fight o...
- Wed Aug 15, 2018 3:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Idea Filterable Ores on Map
- Replies: 0
- Views: 726
Idea Filterable Ores on Map
So I recently started playing with a friend on a world using dp77's FactorioPlus modpack. Because of this we now have modded ores everywhere. Of course this means that vanilla ores are harder to find. We are having an issue where no matter how much land we clear we can't seem to find a large enough ...
- Fri Aug 10, 2018 12:03 am
- Forum: Modding help
- Topic: Is there any way to put rails in a layer you can walk over?
- Replies: 3
- Views: 1521
Is there any way to put rails in a layer you can walk over?
I was trying to make a underground railway mod but so far I have not found anyway to get the trains or rails on a different layer. I am pretty new to modding so any help would be appreciated!
- Tue Jan 31, 2017 11:40 pm
- Forum: Mods
- Topic: [MOD 17.X] Compressed materials
- Replies: 32
- Views: 23061
Re: [MOD 14.X] Compressed materials
I will be working on support, actually waiting for help making a dynamic recipe, because right now it takes me around 10 mins per item to make and i am leaving for a while in a few days so it needs to be done soon ore else i will have to find someone else to do it.
- Mon Jan 30, 2017 3:48 pm
- Forum: Modding help
- Topic: dynamic recipes in mods
- Replies: 8
- Views: 4278
Re: dynamic recipes in mods
ok thanks i am going to try that, i knew there was something wrong i just have never had to actually use anything other than the data.lua for the mod to work in the past Edit, it still doesn't work i tried about 50 different ways of tweaking the code slightly and then when it did finally decide to s...
- Mon Jan 30, 2017 1:18 am
- Forum: Modding help
- Topic: dynamic recipes in mods
- Replies: 8
- Views: 4278
Re: dynamic recipes in mods
ok, that goes in the control file right, Right now i don't even use a control file so i don't actually know how to use one....
also i put that in a control file i made and it keeps saying unexpected ] instead of } and after i messed around it then i found out that the string was unfinished
also i put that in a control file i made and it keeps saying unexpected ] instead of } and after i messed around it then i found out that the string was unfinished
- Sun Jan 29, 2017 5:23 am
- Forum: Modding help
- Topic: dynamic recipes in mods
- Replies: 8
- Views: 4278
dynamic recipes in mods
I was just wondering if anyone could explain how to make dynamic recipes in mods. I am developing a mod called compressor and i want to add support for other mods. But right now i make each item by hand, i know there are mods that dynamically add recipes from other mods, such as reverse factory and ...
- Fri Oct 28, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 17.X] Compressed materials
- Replies: 32
- Views: 23061
Re: [MOD 14.X] Compressed materials
i have considered adding versions that support other mods but they would be totally optional
- Tue Sep 06, 2016 1:06 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 243743
Re: [MOD 0.13] Warehousing v0.0.10
hi, i like your mod, i was wondering how do you make those boxes with the clickable x that brings out a box with the full licence ect? I am working on a mod and cannot figure it out.
I am talking about description on the forums not anything in the actual game.
I am talking about description on the forums not anything in the actual game.