Search found 53 matches
- 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.
- 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...
- 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...
- 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?
- 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 ...
- 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...
- 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.
- 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 ...
- 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...
- 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 ...
- 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...
- 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
https://mods.factorio.com/mods/PantherX/Dectorio
- 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
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.Soul wrote:From a quick look around it might be Dectorio? (signal.lua)Earendel wrote:Do you have a mod installed that has removed the grey signal?
- 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...
- 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 ...
- 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...
- 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. 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.
- 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!
- 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...
- 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. ...