We updated the mods, but nothing changes, just the log get bigger.
On the link previously provided, you can see the other file as well
Search found 26 matches
- Sun Jan 22, 2017 6:07 pm
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3394
- Sun Jan 15, 2017 5:23 pm
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3394
Re: Instand Desync Multiplayer
Yes we have about 5-6 online. I just dont get the point, as it launch in singleplayer without problem on both side, but it going wrong in multi. I think I don't even want to understand
- Sun Jan 15, 2017 5:54 am
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3394
Re: Instand Desync Multiplayer
We will see the updated modpack tomorrow. Until that, here is the whole report:
https://drive.google.com/drive/folders/ ... sp=sharing
https://drive.google.com/drive/folders/ ... sp=sharing
- Fri Jan 13, 2017 7:29 pm
- Forum: Multiplayer
- Topic: Instand Desync Multiplayer
- Replies: 6
- Views: 3394
Instand Desync Multiplayer
Hello guys. I have a desync problem. We have a map, and when I try to connect it, my client said, Saving local variable. And the host see as I connect and instantly desync The desync LOG added. You need the map as well? Anyway, we have a couple of hours(about 30-40) ingame and we played it in livest...
- Sun Nov 13, 2016 5:31 am
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 235
- Views: 171375
Re: Unofficial Factorio Troll and Griefer Database (FTGD)
So today I met a griefer, I couldnt do more than 1 screenshoot. The first he cut the power from defenses and invited some biter to them. Then he started to kill things and peoples with tanks, then he simply set all our base for deconstruction.
Username: itzbryann55
Username: itzbryann55
- Tue Apr 12, 2016 9:55 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 161160
Re: Bugs and problems
Hi! 5dim removes some of Factorio Basics's items? (blue ammo,mk2 tank,etc) If yes,how can i turn off removing these items? They shouldn't just place them under other tabs. Some mods change recipes, and give new stuffs, but everything in vanilla factorio is still madeable, just sometimes need to fin...
- Thu Apr 07, 2016 12:25 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128806
Re: [MOD 0.12.x] HardCrafting 0.3.8
@Sastas: I don't know what went wrong but yes the recipe-name for the lab is in there twice ;) I will write a script to check for such problems in the futur. If you are interested in translating a language you can just copy the english locale files (except for the generated*.cfg) and replace all th...
- Thu Apr 07, 2016 12:13 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 65585
Re: Supression of the size shift of electric furnaces
Yeah, that's why I usually use a setup something like this: Output }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} I I I I []P[] []P[] [] [] [] [] bL bL bL bL Coal }}}}}}}}}}}}} Ore }}}}}}}}}}}}}} Where } are belts, [ and ] are the outline of furnaces, P is a power pole I is an inserter, b is a Burner inserte...
- Tue Apr 05, 2016 6:38 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 161160
Re: Bugs and problems
I ran into the same problem. I added 1 masher, and the plate what you made with the masher, I use just for more mashers and MK2 electrical furnices.
- Thu Mar 31, 2016 11:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 65923
Re: [MOD 0.12.x] Crafted Artifacts v1.2.3
Thanks. Here is a hungarian translation as rewardGotLag wrote:That shouldn't prevent the game from running the mod, but I've removed it anyway and uploaded a new version.
- Thu Mar 31, 2016 10:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 128806
Re: [MOD 0.12.x] HardCrafting 0.3.8
I ran into an error, with all 0.3.x modes. It says, __hardcrafting__/locale/hu/generated.cfg(36): duplicated key.
Edit: Can I somehow translate the mod completly?
Edit: Can I somehow translate the mod completly?
- Thu Mar 31, 2016 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.28] [Michal] Logistics drone behavior
- Replies: 2
- Views: 3961
Re: [0.12.28] [Michal] Logistics drone behavior
Yes, I understand the thing, you know I just spot it. The drones, works weirdly anyway, Build thing differently if you order them tu build recipes with a lot of components. So it should be improve. Not a big issue, just annoying, and for a common user seems not logical.
- Thu Mar 31, 2016 10:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 65923
Re: [MOD 0.12.x] Crafted Artifacts v1.2.2
I ran into the same error. 0.12.29, and I cannot find anywhere the Liquid recpies mod at all. And I cannot really proceed.GotLag wrote:That's an optional dependency, it isn't required to run.
- Wed Mar 30, 2016 11:42 am
- Forum: Not a bug
- Topic: [0.12.29] Building drone system behavior
- Replies: 1
- Views: 1594
[0.12.29] Building drone system behavior
So I just found, the logistic drones works weird. Basically I lay down concrete with them. The provider chest is full with concrete, and I have 279 drones in the system at the first picture, and 329 on the second(I add 50 with hand, wait 10 seconds, prtscn) I playing on hungarian language, but I thi...
- Sun Mar 27, 2016 12:45 pm
- Forum: Implemented Suggestions
- Topic: Rename the diesel locomotive to burner locomotive.
- Replies: 19
- Views: 7738
Re: Rename the diesel locomotive to burner locomotive.
Well but there can be a burner locomotive. And when they implement, there is a diesel locomotive, and maybe later there will be electrical locomotive.sillyfly wrote:Maybe the devs still dream of implementing diesel and other liquid fuels (IIRC it was discussed at some point, although not sure if actually planned)
- Sun Mar 27, 2016 12:34 pm
- Forum: Ideas and Suggestions
- Topic: Requester Chest, Default Amount of Items
- Replies: 14
- Views: 6215
Re: Requester chest
There are so many ways it could work, it's not a good idea to make a poll : I think it would spread out the results too much : Any combination of : - NULL/1/one stack upon item selection (with exceptions set by item for some expensive items) - No delay/fixed delay (with an option to set it)/validat...
- Thu Mar 24, 2016 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Requester Chest, Default Amount of Items
- Replies: 14
- Views: 6215
Re: Requester chest
The items not that random. They got 1 stack when you set it. long time ago, the value was 1 piece. That was more annoying than this, trust me...NomisCode wrote:if this logic bugs won't be repaired, i will must use mods.
- Wed Mar 23, 2016 6:23 pm
- Forum: Not a bug
- Topic: [0.12.28] Logistics network behavior
- Replies: 2
- Views: 1527
Re: [0.12.28] Logistics network behavior
The last one is minor, but still... I like, your fast replies
- Wed Mar 23, 2016 5:54 pm
- Forum: Not a bug
- Topic: [0.12.28] Logistics network behavior
- Replies: 2
- Views: 1527
[0.12.28] Logistics network behavior
Well, its maybe not a bug, but feature :) 1: The thing is, I think you noticed as well, if something in requester chest, the system doesn't count it. I mean it said not in logistic system(if you hower mouse over a requester chest, it said X amount in it, and the other screen said Y amount in the sys...
- Wed Mar 23, 2016 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.28] [Michal] Logistics drone behavior
- Replies: 2
- Views: 3961
[0.12.28] [Michal] Logistics drone behavior
So logistic drones works weird. If you use your clear(items what you dont want in your inventory) slots, and there are requester chest, what need that item, for example: alien artifacts, the drones transport it to a storage chest and from storage chest they carry to the requester. I think its should...