I installed your mod and now i got this error message on loading Factorio.
Edit:
Well, it seems this mod interferes with the suit plug mod.
I deleted it and now its working.
Maybe interesting for anyone who has the same problem.
Search found 109 matches
- Tue Jan 03, 2017 3:42 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 68481
- Thu Dec 29, 2016 10:34 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 70712
Re: [MOD 0.14.x|MOD 0.13.9+]Recycling Machines
Hi,
is it possible to set a recycling recipe with a crafting combinator somehow? (crafting combinator mod)
If not would it be possible to add the recycling-recipes to the virtual signals?
is it possible to set a recycling recipe with a crafting combinator somehow? (crafting combinator mod)
If not would it be possible to add the recycling-recipes to the virtual signals?
- Sat Dec 24, 2016 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Walk over/between solar panels and accumulators.
- Replies: 4
- Views: 1607
Re: Walk over/between solar panels and accumulators.
There is a mod for this particular problem:
viewtopic.php?t=16476
viewtopic.php?t=16476
- Thu Dec 22, 2016 12:54 pm
- Forum: Not a bug
- Topic: Less than and Greater than symbols reversed.
- Replies: 2
- Views: 2073
Re: Less than and Greater than symbols reversed.
I dont see the problem here? your setup works as expectet also the symbol is not reversed. you combinator computes: when green science pack is less than 5 --> output signal [0] with a value of 1 and your belt is set to: enabled when signal [0]= 1 so the belt will activate when you have less than 5 s...
- Sat Dec 17, 2016 5:50 am
- Forum: Gameplay Help
- Topic: Help with Logistics
- Replies: 1
- Views: 1206
Re: Help with Logistics
Put a wire on the inserter and the storage-chest, then set the inserter to actvate below your required amount of concrete.
This way the requester-chest will always be filled, but items are only pulled from it when needed.
This way the requester-chest will always be filled, but items are only pulled from it when needed.
- Mon Dec 12, 2016 12:08 pm
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 55131
Re: Show me yours...
Some of my creations.. mostly the refining stuff. (its a bobs+angels map) Crusher setup: https://abload.de/thumb/angel12mo3w.jpg More Crushers: https://abload.de/thumb/angel2wiola.jpg Flotation and leaching: (always leave some space for easy expansion) https://abload.de/thumb/angel3v6ppf.jpg Gold an...
- Fri Dec 02, 2016 8:11 am
- Forum: Gameplay Help
- Topic: balance items in chest
- Replies: 7
- Views: 5843
Re: balance items in chest
i made such a contraption once. its also capable of handling multiple item types.
viewtopic.php?f=193&t=29636
viewtopic.php?f=193&t=29636
- Sun Oct 30, 2016 3:06 am
- Forum: Not a bug
- Topic: [0.14.17] Blueprints not setting belt conditions
- Replies: 1
- Views: 923
[0.14.17] Blueprints not setting belt conditions
Hi,
When using a blueprint with circuit-belts over existing belts, the belts are not set to the blueprint conditions.
Building it with blueprint works as expected. Building it over existing belts wont set the conditions.
When using a blueprint with circuit-belts over existing belts, the belts are not set to the blueprint conditions.
Building it with blueprint works as expected. Building it over existing belts wont set the conditions.
- Sun Oct 09, 2016 11:41 am
- Forum: Mods
- Topic: [MOD 0.12.11]ResourceCombinator 0.0.5
- Replies: 19
- Views: 16981
- Sun Oct 09, 2016 2:14 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 78209
Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
You are right. There was another mod that changed it... i deleted it and now its back to normal. (Dang modpacks )binbinhfr wrote:The only explanation for me is that you are using another mod that changes this data.
Thanks anyways
- Sat Oct 08, 2016 4:58 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 78209
Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Hello,
how do you reset the light radius back to default after disabling/removing the mod?
I disabled it and the game removed all the baloon lights but it seems like the player light is permanently overwritten.
how do you reset the light radius back to default after disabling/removing the mod?
I disabled it and the game removed all the baloon lights but it seems like the player light is permanently overwritten.
- Tue Oct 04, 2016 12:57 am
- Forum: Combinator Creations
- Topic: Resource depletion detector
- Replies: 28
- Views: 16186
Re: Resource depletion detector
Call me pragmatic but a simple depletion detector would work completely without combinators. The limiting factors are the speed of the miners and the belts. Belts are set to hold and lamps are set to everything=0 Like so: depletiondetector.JPG If the belt is empty the lamp will turn on or trigger an...
- Sat Jul 23, 2016 4:42 am
- Forum: Combinator Creations
- Topic: Chest balancer
- Replies: 2
- Views: 6869
Chest balancer
Hi, i have build a balancer for chests. i use it together with the warehouse-mod because of the bigger sized chests. it works also with normal sized chests. Logic: lower arithmetic combinator acts as a buffer. middle arithmetic combinator forms the difference between the two inventories. upper decid...
- Thu Jul 14, 2016 7:32 pm
- Forum: Duplicates
- Topic: [0.13.8] combinator logic bug
- Replies: 1
- Views: 734
[0.13.8] combinator logic bug
Hello, i wanted to use a decider combinator as a buffer but it seems like it wont work. Using a arithmetic combinator as a buffer works fine. Here is my setup: http://abload.de/img/logic1d1qk1.jpg http://abload.de/img/logic2iuobq.jpg http://abload.de/img/logic4g9pcx.jpg http://abload.de/img/logic398...
- Thu Jun 30, 2016 1:25 pm
- Forum: Duplicates
- Topic: [0.13.1] research tree graphics
- Replies: 1
- Views: 831
- Fri Jun 24, 2016 5:38 pm
- Forum: Modding help
- Topic: adjust idle/active energy usage
- Replies: 2
- Views: 1245
adjust idle/active energy usage
Hello, is there a way to adjust the idle/active energy usage of a machine? im planning of making a "load-resistor" to drain large ammounts of energy from my power network. my idea was modifying a lamp and use the circuit network condition to toggle it on and off. the problem now is the idl...
- Sat Sep 05, 2015 11:20 am
- Forum: Technical Help
- Topic: inserters are confused when item to smelt is fuel
- Replies: 6
- Views: 16199
Re: inserters are confused when item to smelt is fuel
so how do i fix this? i didnt want to add a new furnace.
- Sat Sep 05, 2015 12:30 am
- Forum: Technical Help
- Topic: inserters are confused when item to smelt is fuel
- Replies: 6
- Views: 16199
inserters are confused when item to smelt is fuel
Hi, im not sure if this is mod-related or a factorio problem but i'll ask anyway: i am making a small mod that lets you convert raw wood into coal by putting it in a furnace. the mod and the recipe itself is working fine but inserters seem to have a problem with it. i can put wood in a furnace and i...
- Sun Aug 23, 2015 5:32 pm
- Forum: Gameplay Help
- Topic: Command for removing ores?
- Replies: 3
- Views: 27109
Re: Command for removing ores?
thank you for the quick reply. i also found another command in the wiki (duh!) i better look twice the next time :roll: just replace stone-rock with iron ore or other entities /c for _, entity in ipairs(game.player.surface.find_entities_filtered{ area={{game.player.position.x-32, game.player.positio...
- Sun Aug 23, 2015 2:23 pm
- Forum: Gameplay Help
- Topic: Command for removing ores?
- Replies: 3
- Views: 27109
Command for removing ores?
Hello, is there a console command that finds any ores in a specific area and removes them? i just found a command in the wiki that creates ores. i thought of something like this: select all entitys around 20 tiles of player position if selected entity = iron-ore or copper-ore or coal-ore then remove...