this can be moved to not a bug!
the reason was because the base's provider chest graphics have been changed, and my mod didnt know about it.
changed it already, and released it now
Search found 441 matches
- Sat Mar 22, 2014 7:37 am
- Forum: Not a bug
- Topic: [0.9.4] Game doesn't start due to error
- Replies: 8
- Views: 3252
- Fri Mar 21, 2014 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Transport pollution via pipe and barrels
- Replies: 6
- Views: 3065
Re: Transport pollution via pipe and barrels
Dytech (a mod) has something similar to that idea, but not quite the same: Pollution related modules (enhancing or reducing pollution) and pollution related machines (one that produces pollution, the other cleaning it). If I were you, I'd go to his suggestion thread and ask if the pollution cleanin...
- Thu Mar 20, 2014 10:07 pm
- Forum: Modding help
- Topic: Noise & Peaks Guide?
- Replies: 27
- Views: 9905
Re: Noise & Peaks Guide?
this are my findings from a while back (2 months or so) some things might be wrong, but i guess most is accurate note: the random values are no longer working correctly. and this is from factorio 0.8, so things have been added since autoplace = { control = "sand", -- this is the control gr...
- Wed Mar 19, 2014 10:37 pm
- Forum: Resolved Problems and Bugs
- Topic: Tight fit bug
- Replies: 1
- Views: 1092
Re: Tight fit bug
yea, scenarios havent been updated yet to 0.9.x
its a relative easy fix. cant speak for the devs themself, but i expect them to fix it soon
its a relative easy fix. cant speak for the devs themself, but i expect them to fix it soon
- Wed Mar 19, 2014 1:00 pm
- Forum: Won't implement
- Topic: Oncrafted event
- Replies: 0
- Views: 2511
Oncrafted event
I know, its a duplicate post, sort of. But this is a bit different. Currently we have onplayercrafteditem. Which works when something is crafted by the player and inserted in the inventory. But i want to extend it: by making it 3 events. (A master and 2 slaves) The master: Oncrafteditem: This is a m...
- Wed Mar 19, 2014 12:04 pm
- Forum: Show your Creations
- Topic: Oil flow
- Replies: 8
- Views: 13192
Re: Oil flow
was experimenting with my refineries, i liked this setup the best and thought I'd share https://www.dropbox.com/s/769yrfmawodnjsh/Oil%20test.png if you have space this can easily be spread out a fair bit as in pic 2 https://www.dropbox.com/s/ip0xg2aipaof96r/Oil%20Spread.png but i'm less fond of tha...
- Wed Mar 19, 2014 11:18 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 122225
Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0
i will send you a prototype of v2 soon. this way you can add it to your mod, before i release minedrs9999 wrote:Right now additional fluid-resources (like lava in the upcoming dytech version) will lead to problems, but I am quiet sure that I can deal with that problem before it actually appears.
- Tue Mar 18, 2014 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x]Map Editor Entity Screen to Big
- Replies: 4
- Views: 1236
Re: [0.9.x]Map Editor Entity Screen to Big
My thoughts exactlykovarex wrote:Maybe we could use the same groups as in game crafting menu (with added groups for decorative/trees enemies etc).
- Tue Mar 18, 2014 7:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.3] Campaign: Can't research Electric Energy Accumulator
- Replies: 14
- Views: 4355
Re: [0.9.3] Campaign: Can't research Electric Energy Accumul
But you don't need the accumulator for this mission to be finished right? We will probably just disable it. Except this is in the corner: http://i.imgur.com/SRN2ZMA.png Also of note (definitely a bug) is the fact that those numbers don't take into account your car's inventory. So in order to get al...
- Mon Mar 17, 2014 9:07 pm
- Forum: Modding help
- Topic: Problem with Icons
- Replies: 6
- Views: 2646
Re: Problem with Icons
that is a file in your factorio folder. all temporary info of the game itself is saved there. so deleting it will basicly reset the behind the scene workings and might allow your icon to show.smileme wrote:Sorry, what is this ?AlexPhoenix wrote:try to delete crop.cache
- Mon Mar 17, 2014 8:58 pm
- Forum: Implemented mod requests
- Topic: mod compatibility
- Replies: 0
- Views: 2680
mod compatibility
currently, all mods can be made compatible. in the data.lua file, that is something like: (this was for industrio, but considering its died, i deleted it anyway) (and yes, i know the "else return" is abundant. didnt know it at that time :P) if data.raw.resource["quartz"] then req...
- Mon Mar 17, 2014 8:52 pm
- Forum: Won't implement
- Topic: usage_priority
- Replies: 5
- Views: 5276
usage_priority
i want the usage_priority to change a bit (more extended if you will) currently, only usage_priority = "terciary" exist to work for the accumulators. but changing that to either primary-input or primary-output will not make the accumulators work. so i propose the same as terciary is done f...
- Mon Mar 17, 2014 6:51 pm
- Forum: Won't implement
- Topic: Pipe connectables
- Replies: 2
- Views: 2538
Re: Pipe connectables
So you are basically asking for something like pipe-groups. Something like that yes. I tried a way around with a pump. But unfortunatly that isnt working either. I set the base level of the big pipe to 5 and the output of the pump to 6 (input -1) it connects just fine, but it wont pump :( Edit: i m...
- Mon Mar 17, 2014 4:47 pm
- Forum: Won't implement
- Topic: Pipe connectables
- Replies: 2
- Views: 2538
Pipe connectables
I would like to be able to specify where pipes connect to.
For example: i created a large pipe (3x3) and i dont want it to connect with small pipes (1x1)
I cant create the correct graphics for connecting to small ones either, since that will also be used when connecting large to large.
For example: i created a large pipe (3x3) and i dont want it to connect with small pipes (1x1)
I cant create the correct graphics for connecting to small ones either, since that will also be used when connecting large to large.
- Sun Mar 16, 2014 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x]Map Editor Entity Screen to Big
- Replies: 4
- Views: 1236
Re: [0.9.x]Map Editor Entity Screen to Big
because of this, it is currently impossible to make a map because you cant place down a player entity xD
(yes, i double checked the list, its not there, even thought its order is "a", so kinda weird, it should be at the top the list!)
(yes, i double checked the list, its not there, even thought its order is "a", so kinda weird, it should be at the top the list!)
- Sun Mar 16, 2014 7:34 pm
- Forum: Not a bug
- Topic: [0.9.3 x64] Factorio uses 3 GB RAM (all RAM available)
- Replies: 4
- Views: 4394
Re: [0.9.3 x64] Factorio uses 3 GB RAM (all RAM available)
Well, I installed Factorio x32 even though I have Win x64. Unexpectedly, the game uses just 1 GB of RAM. Still, 1 GB of RAM for factorio seems like A LOT! Do you use my mod? I normally play with all mods, and use 1,7 gb ram (but my processor is quick, real quick) My mod uses a lot of memory. It sto...
- Sun Mar 16, 2014 1:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.x]Map Editor Entity Screen to Big
- Replies: 4
- Views: 1236
[0.9.x]Map Editor Entity Screen to Big
https://dl.dropboxusercontent.com/u/42129428/errors/mapeditorerror.png i think this explains enough. you cannot select any item below the screen (when playing with dytech and 4 other mods). There are simply to many entities. i advise to make it use the item-groups of the crafting screen, or make it...
- Sat Mar 15, 2014 10:42 pm
- Forum: Gameplay Help
- Topic: Disable mini map
- Replies: 10
- Views: 6822
Re: Disable mini map
finallykovarex wrote:You are right, well we can add the enableminimap command
P.S. Why do you needed btw?
i wanted to make a system where when you havent got a radar, or not enough power, the minimap shuts off. it was working (and still will) but i had no way to reenable it
- Sat Mar 15, 2014 8:25 pm
- Forum: Gameplay Help
- Topic: Disable mini map
- Replies: 10
- Views: 6822
Re: Disable mini map
But then the problem is to reenable it. That is currently impossible. (At least last time i checked)kovarex wrote:You can do so in console:Code: Select all
game.disableminimap()
- Fri Mar 14, 2014 3:50 pm
- Forum: General discussion
- Topic: Mining Drill Operator Upgrade
- Replies: 7
- Views: 3567
Re: Mining Drill Operator Upgrade
I also wont mind a higher tier. Not for the rewards, but to support the devs.
Or make a donate button
Or make a donate button