Search found 510 matches

by Kayanor
Mon Feb 23, 2015 3:25 pm
Forum: This Forum
Topic: F-mod moderation
Replies: 4
Views: 9926

Re: F-mod moderation

FishSandwich wrote:
Kajanor wrote:I don't know what to write in such a message, that's my problem.
You could just copy paste what you wrote already here.
Okay, I just sent the E-Mail. :D
by Kayanor
Mon Feb 23, 2015 2:18 pm
Forum: This Forum
Topic: F-mod moderation
Replies: 4
Views: 9926

Re: F-mod moderation

ssilk wrote:I can do it for you, if you want...
If you would do it for me, I would be very grateful.

I don't know what to write in such a message, that's my problem. :oops:
by Kayanor
Sun Feb 22, 2015 12:18 pm
Forum: This Forum
Topic: F-mod moderation
Replies: 4
Views: 9926

F-mod moderation

Hello, as you may read in viewtopic.php?f=45&t=8708 , ficolas gave the development of the F-mod away. In fact, I contiune the mod since Factorio version 0.11 (can be seen here: viewtopic.php?f=45&t=390&start=550 ), he gave the F-mod to me. To renew the F-mod section in this forum, I need...
by Kayanor
Fri Feb 13, 2015 5:28 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 115323

Re: The Ctrl+V Game

RDP-Zwischenablagenüberwachung

Something I found in Windows' task manager :D
by Kayanor
Thu Jan 08, 2015 6:19 pm
Forum: Not a bug
Topic: AppData directory always has default name
Replies: 2
Views: 1407

AppData directory always has default name

I'm using two versions of Factorio in order to test things in both, stable and experimental release. In "C:\Program Files\Factorio" is the experimental version of the game and in "C:\Program Files\Factorio Stable" is the stable version. The problem is, the directory in %AppData% ...
by Kayanor
Thu Dec 25, 2014 12:05 am
Forum: Modding help
Topic: Strange error in F mod - Can't solve
Replies: 10
Views: 2588

Re: Strange error in F mod - Can't solve

I've tested both codes ingame right now :D L0771, that idea to let the game find the hole under the drill is great, the only problem is, the new findentitiesfiltered is returning "#-1" (if I read the error message right). I don't know where this is coming from because I'm very new to Lua, ...
by Kayanor
Wed Dec 24, 2014 3:37 pm
Forum: Modding help
Topic: Strange error in F mod - Can't solve
Replies: 10
Views: 2588

Re: Strange error in F mod - Can't solve

Code: Select all

if #holes > 0 then
That seems to be given never.
In Factorio's opinion, there is no hole although I can see it AND the Underground mining drill can't be placed without it.

Think about it, the code worked properly until one of the last two updates.
by Kayanor
Wed Dec 24, 2014 11:11 am
Forum: Modding help
Topic: Strange error in F mod - Can't solve
Replies: 10
Views: 2588

Re: Strange error in F mod - Can't solve

It appears the problem is that game.findentitiesfiltered finds nothing, which crashes the rest of the code. Thanks, now I know where the problem is. Could it be connected with that position-definition below? {event.createdentity.position.x-0.1,event.createdentity.position.y-0.1},{event.createdentit...
by Kayanor
Tue Dec 23, 2014 11:08 pm
Forum: Modding help
Topic: Strange error in F mod - Can't solve
Replies: 10
Views: 2588

Re: Strange error in F mod - Can't solve

I don't know, maybe with this, but i think it don't must give a error asking if is nil. if not glob.stonepilescount then glob.stonepiles={} glob.stonepilescount=0 end That changed like nothing, it's just another expression and the Stone piles aren't connected to the Underground mining drills. I thi...
by Kayanor
Tue Dec 23, 2014 9:47 pm
Forum: Modding help
Topic: Strange error in F mod - Can't solve
Replies: 10
Views: 2588

Strange error in F mod - Can't solve

Hello there, Im here to ask, if someone can help me out with F mod. As you may know I'm contiuing this mod for Factorio 0.11 inofficially but nucleo found a little thing I can't fix. It is connected to the Underground mining drills, if you place one, this message pops up: http://i.imgur.com/TBqqTYZ....
by Kayanor
Sat Nov 29, 2014 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Construction Robots are quiet
Replies: 5
Views: 1354

Re: [0.11.3] Construction Robots are quiet

Boogieman14 wrote:Possibly related to https://forums.factorio.com/forum/vie ... f=7&t=6691 (with both possibly related to the fix for https://forums.factorio.com/forum/vie ... =11&t=6313)
I think you mean the alert sound, but I mean the Construction robot itself.
by Kayanor
Sat Nov 29, 2014 2:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Construction Robots are quiet
Replies: 5
Views: 1354

[0.11.3] Construction Robots are quiet

I've just watched some of my Construction Robots disassembling a forest. I noticed a strange quiteness and went near a still existing tree and as the robot came to take it, there was no sound. After that, I followed the Construction Robots back to my base and directly below the robots, they are stil...
by Kayanor
Mon Nov 24, 2014 12:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3][kovarex] Roboport "reconnecting" issue
Replies: 3
Views: 955

Re: [0.11.3][kovarex] Roboport "reconnecting" issue

The save is right here: https://drive.google.com/file/d/0B4HRU8 ... sp=sharing

The construction robot, who places the roboport comes directly after loading from the south.
If more time at the beginning is needed, I could make it :)
by Kayanor
Mon Nov 24, 2014 9:21 am
Forum: Resolved Problems and Bugs
Topic: [0.11.3][kovarex] Roboport "reconnecting" issue
Replies: 3
Views: 955

[0.11.3][kovarex] Roboport "reconnecting" issue

After fixing a world of a friend, he said he gets a strange error after a while, so I reproduced it and got the same. It is connected with roboports, got placed down by a construction robot in the middle of two (or more) existing roboports. The new roboport connects these originally two (or more) ro...
by Kayanor
Mon Nov 24, 2014 3:34 am
Forum: Resolved Problems and Bugs
Topic: [0.11.3] World cannot be loaded
Replies: 1
Views: 1146

Re: [0.11.3] World cannot be loaded

I don't know, what that was but saving it again in 0.10.12 fixed it.
by Kayanor
Sat Nov 22, 2014 7:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] World cannot be loaded
Replies: 1
Views: 1146

[0.11.3] World cannot be loaded

I've got a world of a friend, because he said, he cannot load it. So I loaded the world and it says: Corrupted map, contains id not in the dictionary: 22483 I've already tried to remove some of the files inside the world folder, no success. I don't even know a "dictionary". The world can b...
by Kayanor
Mon Nov 17, 2014 5:20 pm
Forum: Resolved Problems and Bugs
Topic: Log files are having typo
Replies: 1
Views: 711

Log files are having typo

The log files ("factorio-current" and "factorio-previous") are having a little typo when loading mods using the pre 0.11.0 locale-system.

Code: Select all

Using locale files fron the pre 0.11.0 structure
There is written fron instead of from.
by Kayanor
Fri Oct 31, 2014 12:23 pm
Forum: Resolved Problems and Bugs
Topic: Moving trains slow down the game during a record
Replies: 11
Views: 3585

Re: Moving trains slow down the game during a record

I found out, my graphic cards are crashing it.
Moved OBS to the integrated graphics -> now everything works fine :)
by Kayanor
Fri Oct 24, 2014 1:37 pm
Forum: Resolved Problems and Bugs
Topic: Moving trains slow down the game during a record
Replies: 11
Views: 3585

Re: Moving trains slow down the game during a record

Also based on expirience from some of the forum members it is better to use OBS (https://obsproject.com/) for recording video in Factorio than Fraps as in general it causes less slowdowns. There is only one big problem: clicking on any record-like button crashes the software, what it makes useless....

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