Search found 53 matches

by PantherX
Mon Jul 16, 2018 5:33 am
Forum: Angels Mods
Topic: Angel's Smelting crash
Replies: 6
Views: 3711

Re: Angel's Smelting crash

I had this same error too, but I fixed it by installing "Bob's Metals, Chemicals and Intermediates." It's listed as an optional dependency but I guess something changed and made it mandatory but the info.json hasn't been updated.
by PantherX
Thu May 24, 2018 12:56 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129848

Re: [MOD 0.14] Alien Biomes

There seems to be an issue with flooring layers in Alien Biomes. I've done a bit of investigating and it seems to be that because Alien Biomes is renumbering all the flooring layers the game isn't drawing the tile transition borders correctly (for instance, the decorative borders around hazard concr...
by PantherX
Mon Mar 26, 2018 11:13 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error
Replies: 5
Views: 2304

[Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error

A very minor issue but one I noticed recently when explaining the game to a new player... If you try to insert a Uranium fuel cell into a locomotive you get a warning message to say "The Locomotive can't use Nuclear fuel," however this is technically incorrect as since from 0.16 when the N...
by PantherX
Tue Jan 16, 2018 6:05 am
Forum: Ideas and Suggestions
Topic: Possibly Dectorio Bugs and Issues
Replies: 12
Views: 3226

Re: Possibly Dectorio Bugs and Issues

Can you send me the exact version of the blueprint that you're using and I'll see if I can replicate the problem at my end?
by PantherX
Mon Jan 15, 2018 11:50 pm
Forum: Ideas and Suggestions
Topic: Possibly Dectorio Bugs and Issues
Replies: 12
Views: 3226

Re: Possibly Dectorio Bugs and Issues

I'm glad you've worked some of it out. The water issues definitely aren't Dectorio as the mod doesn't do anything to water like what you're seeing. I notice your UPS is only ~20 so your game must be pretty heavily modded. In those scenarios you're far more likely to have conflicts and things so you ...
by PantherX
Sun Jan 14, 2018 11:08 pm
Forum: Ideas and Suggestions
Topic: Possibly Dectorio Bugs and Issues
Replies: 12
Views: 3226

Re: Accumulator circuit network signal output and blueprints

Thanks for the feedback, I wasn't aware of these issues. I'll take a look at the battery indicator blueprint and see if I can figure out what is going on. The issue with combinators disappearing when copying blueprints into vanilla games surprises me because the signals Dectorio creates shouldn't be...
by PantherX
Fri Dec 15, 2017 2:42 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.16.2] Mod changelog.txt support shows strangely.
Replies: 4
Views: 2975

Re: [0.16.2] Mod changelog.txt support shows strangely.

I feel like I'm missing something obvious, but where is the button that opens the changelog for mods? I'm trying to get this working in my own mod but nothing seems to appear.
by PantherX
Mon Nov 27, 2017 12:39 am
Forum: Mods
Topic: [MOD 0.15] Water Fix
Replies: 3
Views: 3051

Re: [MOD 0.15] Water Fix

Can I make a suggestion that you move this block to data-updates.lua so that it can make this change to tiles that are added by other mods? for _, item in pairs(data.raw.item) do if item.name ~= "landfill" and item.place_as_tile then item.place_as_tile.condition_size = 1 end end Currently ...
by PantherX
Sat Oct 28, 2017 12:50 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67261

Re: Friday Facts #214 - Concrete rendering

I really like the direction this is heading. The final render looks pretty good to me, although I do agree with other comments that maybe the concrete could be levelled off a little. One thing that isn't immediately obvious from the post is how the Hazard concrete is layered. Is this still a separat...
by PantherX
Tue Jul 18, 2017 8:17 am
Forum: Modding help
Topic: Base recipe missing after mod removal
Replies: 15
Views: 7325

Re: Base recipe missing after mod removal

Either way, we both lose the vanilla item in a saved game after disabling our mod. It appears that changing the technology 'effects' may be causing your (now OUR) issue. :( Well it would be interesting if that is indeed what is causing the problem. Strangely, though I've noticed that if you remove ...
by PantherX
Tue Jul 18, 2017 2:41 am
Forum: Modding help
Topic: Base recipe missing after mod removal
Replies: 15
Views: 7325

Re: Base recipe missing after mod removal

I think the issue here is that this mod author removes vanilla items completely, and not just the recipes. So when the mod is removed, the vanilla recipe is reset, the research for the item is reset, but the item itself is not recreated and thus not craftable. Hence my suggestion that the mod tries...
by PantherX
Thu May 25, 2017 1:55 am
Forum: Mods
Topic: [0.15] Whizer's German Translations
Replies: 8
Views: 5290

Re: [0.15] Whizer's German Translations

Hey Joe, I'm looking for someone to translate Dectorio into German. If you're interested, I'd be happy to package it into the mod directly with credit to you. :)

https://mods.factorio.com/mods/PantherX/Dectorio
by PantherX
Fri May 19, 2017 5:05 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 536413

Re: [MOD 0.14] AAI Programmable Vehicles

Soul wrote:
Earendel wrote:Do you have a mod installed that has removed the grey signal?
From a quick look around it might be Dectorio? (signal.lua)
While Dectorio does clear out the signals, by default it recreates 'signal-grey' and the other base signal colours so it shouldn't be breaking this.
by PantherX
Thu May 18, 2017 10:50 pm
Forum: Modding help
Topic: Base recipe missing after mod removal
Replies: 15
Views: 7325

Re: Base recipe missing after mod removal

Thanks for the responses, it sounds like it's not something I can easily fix in the mod. It does raise another point though... If reset_technology_effects is a quick way to fix issues like this, is this something that the base game could automatically run when mods are removed? This would restore th...
by PantherX
Thu May 18, 2017 10:55 am
Forum: Modding help
Topic: Base recipe missing after mod removal
Replies: 15
Views: 7325

Base recipe missing after mod removal

Is it normal for recipes for base items to be missing when a mod (that removes these recipes) is removed from a save? Does the tech tree and recipes get refreshed when active mods change? To give a specific example. I've got a mod that removes the item and recipe for Hazard concrete and changes the ...
by PantherX
Thu May 18, 2017 1:38 am
Forum: Implemented mod requests
Topic: Gate wall patch
Replies: 1
Views: 1157

Gate wall patch

Not sure if this is a complicated request but it would be awesome if the wall_patch property of the gate entity could be specified directly in the wall entity prototype (similar to how wall_diode_green and wall_diode_red are specified in the wall, rather than the gate). This would allow for custom w...
by PantherX
Mon May 15, 2017 8:27 am
Forum: Mod portal Discussion
Topic: [BUG] Mod portal gravatar email
Replies: 2
Views: 1609

Re: Mod portal gravatar email

I've worked out this is actually a bug. :evil: If you change your email address at factorio.com/profile, it doesn't change it on the mod portal and therefore the gravatar uses the incorrect email address.
by PantherX
Sun May 14, 2017 8:04 am
Forum: Modding help
Topic: Migrating technology to a new name
Replies: 2
Views: 753

Re: Migrating technology to a new name

Hmm thanks, I had tried variations of that but have finally managed to get it working!
by PantherX
Sun May 14, 2017 12:56 am
Forum: Modding help
Topic: Migrating technology to a new name
Replies: 2
Views: 753

Migrating technology to a new name

When using a JSON migration file to migrate a technology it doesn't seem to migrate the "researched" status of that technology. Is this the expected behaviour? "technology": [ ["tech-name", "new-tech-name"] ] I understand that I can also provide a lua script t...
by PantherX
Thu May 11, 2017 6:15 am
Forum: Mod portal Discussion
Topic: [BUG] Mod portal gravatar email
Replies: 2
Views: 1609

[BUG] Mod portal gravatar email

Does anyone know which email address is used for the mod portal when it works out your gravatar image? I have looked at the email I've got listed in my factorio.com/profile details (which does have a gravatar image associated with it) yet the mod portal still doesn't display an avatar image for me. ...

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