Search found 23 matches

by faraway9912
Sun Oct 23, 2022 1:30 am
Forum: Technical Help
Topic: Help needed automatically downloading mods when running angel's unit tests
Replies: 1
Views: 606

Help needed automatically downloading mods when running angel's unit tests

Hi, I'm looking to set up CI/CD to auto-run some mod-related unit tests for AngelBob + seablock pack. I'm running into an issue where my CI runner can't download mods from the mod portal without authenticating to factorio.com. I'm debating the following options: 1. Require setting up a factorio.com ...
by faraway9912
Fri Jul 31, 2020 6:31 pm
Forum: Not a bug
Topic: [Website] Typo in press kit page
Replies: 1
Views: 692

[Website] Typo in press kit page

""" Our blog - Factorio Friday Facts Each week we made a blog post about the ongoing development of the game. The articles in the blog range from technical breakdowns, ideas for new features, news about the office etc. It is our way of keeping in touch with our fans and community. &qu...
by faraway9912
Wed Jun 21, 2017 5:47 pm
Forum: Pending
Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Replies: 6
Views: 2410

Re: [Oxyd] [15.21] kill_all_units() corrupts save causing crash

Hi, Sorry for the delay. I did some testing and managed to repro on base game. Saves attached. Same repro mechanism (type `game.forces.enemy.kill_all_units()` after loading up _precrash). It's probably not hard to cook up a minimal crashing example either. How I would do it: * start up a base that p...
by faraway9912
Sun Jun 18, 2017 8:13 am
Forum: Pending
Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Replies: 6
Views: 2410

Re: [15.21] kill_all_units() corrupts save causing crash

If you guys are having trouble reproing I'll try to find a base game crash as well. I suspect just disabling all the mods in this save would do it.
by faraway9912
Sun Jun 18, 2017 8:07 am
Forum: Pending
Topic: [Oxyd] [15.21] kill_all_units() corrupts save causing crash
Replies: 6
Views: 2410

[Oxyd] [15.21] kill_all_units() corrupts save causing crash

Game info: Running on OSX 10.10.5, factorio version 0.15.21, mod list attached. Steps to reproduce: * Load attached save. * Enter into the console "/c game.forces.enemy.kill_all_units()". * Save game * Reload, or restart and reload. * Observe crash logs as attached. It seems this is due to...
by faraway9912
Tue Jun 13, 2017 7:55 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 119302

Re: [MOD 0.12.x] Marathon 1.0.3

Hi everyone,

I'm currently maintaining the 0.15 fork of marathon -- see forum post here viewtopic.php?f=94&t=41844 and mod portal link here https://mods.factorio.com/mods/faraway9911/marathomaton

Supports improved Bob and Angel compatibility.

Happy automating!
by faraway9912
Tue May 30, 2017 6:11 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.15.x] Marathon Mod Automated

Done, pjf.
by faraway9912
Sat May 27, 2017 6:29 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.15.x] Marathon Mod Automated

Should be fixed in the latest version. Thanks for the report!
by faraway9912
Fri May 26, 2017 4:59 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.15.x] Marathon Mod Automated

1. Are you playing with full angels + bobs, or only some angels? The recommended mod list is found in the dependencies. 2. See below: are you playing with expensive recipes? 3. Are you on the most recent versions of angels/bobs/marathomaton? 4. Maybe you should check mod settings just in case, thoug...
by faraway9912
Tue May 23, 2017 10:14 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.15.x] Marathon Mod Automated

Stupid question, but are you starting a new game with the "Marathon" setting?

Also: Can you check the fuel value of coal? It should probably be down to 4 from the vanilla value of 8 no matter whether you're in normal recipes or expensive recipes.
by faraway9912
Wed May 10, 2017 7:49 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

RE: making petrochem more difficult, I'm not planning to do that in this mod. If you're interested in it you should check out https://mods.factorio.com/mods/kinnom/PCP

Re: changelog, check the mod portal for changes.
by faraway9912
Sat Apr 08, 2017 6:54 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

Yup, check out the latest version.

I don't expect too many changes in this mod going forward -- mostly just updates. I am debating whether or not to explode ingots as well as plates since otherwise the refine path for molten -> wire coil -> wire has no bottlenecks.
by faraway9912
Wed Apr 05, 2017 6:07 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3883
Views: 1239915

Re: Bugs & FAQ

I can't produce cobalt powder needed to convert Tungsten powder into tungsten powder mixture.

I looked in the mod code (0.2.2) and couldn't find anything in prototypes/recipes/smelting-cobalt for cobalt powder or for that matter nickel powder, either.

Can you add something in?
by faraway9912
Sun Mar 26, 2017 5:28 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

faraway9912 wrote:This mod is not compatible with Angelthon -- running both is not recommended.
I'm not sure what your question is.

To clarify, what I personally play with is this mod + Full Bobs + Full angels.
by faraway9912
Fri Mar 24, 2017 5:45 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

I don't intend to change any recipes that were present in the original Marathon mod (https://mods.factorio.com/mods/Afforess/marathon).
by faraway9912
Tue Mar 21, 2017 6:54 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

This mod is not compatible with Angelthon -- running both is not recommended.
by faraway9912
Tue Mar 21, 2017 6:53 pm
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

OK, both this mod and Research Rev have been updated - they should be compatible now.
by faraway9912
Tue Mar 21, 2017 6:31 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

Hi aklesey1, glad you liked the mod!! I'm not sure I understood all your questions. * This mod is compatible and has been tested with angel's bioprocessing and smelting. Do you see any issues? * Sulfuric waste water has been toned down from 5 to 3 in angels refining mods. It's supposed to be harder ...
by faraway9912
Mon Mar 13, 2017 4:30 am
Forum: Mods
Topic: [MOD 0.15.x] Marathon Mod Automated
Replies: 35
Views: 13666

Re: [MOD 0.14.x] Marathon Mod Automated

Almost certainly. Let me know if you find any bugs or need any balance changes.
by faraway9912
Sat Feb 25, 2017 9:52 am
Forum: Mods
Topic: [MOD 0.14.x] Burner Assembling Machine
Replies: 0
Views: 1056

[MOD 0.14.x] Burner Assembling Machine

Forked from Y.Petremann's no-hand-crafting. Adds a burner assembling machine into the game capable of crafting 1-ingredient recipes at 0.25x speed. It's crafted out of 1 stone furnace, 5 iron gears, 5 iron plates, so is not itself produceable until automation 2. See https://mods.factorio.com/mods/fa...

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