Search found 204 matches
- Mon May 13, 2019 8:57 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154536
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
I found a bug in version 0.8.11 (factorio 0.17.38 but it shouldn't matter in this case because it's purely a copy/paste mistake in the code). When pinning a production block, it would only show the first line up to ingredients and show an error message about a "factory" being nill in "...
- Sat May 11, 2019 8:04 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Atti's Bonus Tech
- Replies: 3
- Views: 1423
Re: [MOD 0.17.x] Atti's Bonus Tech
I discovered a pretty important problem, the "overwriteContent" function is only defined in "prototype/crafting-speed.lua", so if we disable crafting speed in the mod options it doesn't do the "require" on that file and the game throws an error because other files try t...
- Sat May 11, 2019 3:32 pm
- Forum: Technical Help
- Topic: [0.17.37] Util.cpp:83: Value must be a list or dictionary in property tree at ROOT.controls
- Replies: 1
- Views: 795
Re: [0.17.37] Util.cpp:83: Value must be a list or dictionary in property tree at ROOT.controls
I was also hit by this, I fixed it by deleting all of the files in "%appdata%/Factorio" (you can most likely leave saves and mods folders alone, I just happened to have nothing worth keeping in there). You will need to do the settings all over again, so maybe someone else will provide you ...
- Sun May 05, 2019 9:52 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35844
Re: Masotorio. [0.17.15+]
I picked probably the worst da to want to play Factorio again with the update that broke so many mods (fixing it manually is feasible but it takes a while since the game only tells you about a single error at a time, and many mods don't allow distributing the modified versions). Should I wait a few ...
- Tue Mar 27, 2018 4:35 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 111560
Re: [MOD 0.15] AAI Industry
I'm having a hard time determining if it's intended or not, but a lot of the early tech have a fairly insane cost compared to what is available at that point normally (100 red, 150 red and such). At the same time, others have more normal costs like fuel processing or basic automation. I am guessing ...
- Mon Mar 19, 2018 6:08 pm
- Forum: Modding discussion
- Topic: gigantic "script.dat" on save
- Replies: 3
- Views: 1514
Re: gigantic "script.dat" on save
After investigating it, it turns out that it is a mod called "production chain" (no space on the mod portal) that was the sole responsible for it. I didn't dig into the mod itself, but I observed how it made the file larger and larger with more mods added, so I would guess that it is doing...
- Mon Mar 19, 2018 5:21 pm
- Forum: Modding discussion
- Topic: gigantic "script.dat" on save
- Replies: 3
- Views: 1514
Re: gigantic "script.dat" on save
I would love to, but notepad and scite just close complaining that the file is too big, and notepad++ has frozen (but still doing work and eating 10GB of ram as well as 10% CPU) for a few minutes now so I don't think I will be able to open it. I'll go the good old brute force way of removing/adding ...
- Mon Mar 19, 2018 5:03 pm
- Forum: Modding discussion
- Topic: gigantic "script.dat" on save
- Replies: 3
- Views: 1514
gigantic "script.dat" on save
Hello, With mod packs not being updated to newer versions and wanting to play a bit, I went through 50 pages of the mod portal and got 58 mods out of it. The games starts way faster than what I was used to (quite a while ago, so it might be the version 0.15 or 0.16 that did this), the map preview is...
- Wed Apr 08, 2015 12:46 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322383
Re: Foreman - A factory optimisation tool. Now 11.X compatible!
I really like the idea behind Foreman, but it's a shame that it's not quite working when trying to make it load a lot of mods. I wanted to try using it with darkshadow's pack, to generate clean graphs to help me setup my various production lines, as well as the numbers, but it didn't seem to load an...
- Mon Mar 30, 2015 1:54 am
- Forum: Mods
- Topic: [MOD 11.18] Agricultural Mod
- Replies: 8
- Views: 16840
Re: [MOD 11.18] Agricultural Mod
Hello, I just tried this mod, in a pack including a lot of others, and I have to say that in the current state, the only interesting things is the healing on the trees. For the wood growing, not only does it require tier 2 science, but it also doesn't provide any way to properly automate it, unless ...
- Sun Mar 29, 2015 1:48 am
- Forum: Mods
- Topic: [MOD 0.11.x] Ore processing
- Replies: 33
- Views: 29524
Re: [MOD 0.11.x] Ore processing
This mod conflicts with Dytech on its researches, and dytech seems to load aftr it, locking away all the unlocks of the first two researches (advanced material processing 3 and 4). With darkshadow, while testing for his pack, we decided to rename the two conflicting researches to advanced ore proces...
- Sat Mar 28, 2015 2:29 am
- Forum: Already exists
- Topic: New to Factorio Modding
- Replies: 2
- Views: 4398
Re: New to Factorio Modding
Your best basis is the wiki, in particular from this page: https://forums.factorio.com/wiki/index.php?title=Lua/Game Other than that, every mods are basicaly text files (because lua is not a compiled language), so you can learn a lot from reading various existing mods. All in all, lua is pretty stra...
- Thu Feb 19, 2015 5:41 pm
- Forum: Implemented mod requests
- Topic: [Request] Unique ID field for the player object
- Replies: 4
- Views: 6842
Re: [Request] Unique ID field for the player object
Well, from what I have seen, mods that store additional informations per player in the globals could use it. The problem rose from CurseEXP, that adds various skills, levels and exp, and is currently using the nickname. But changing the nickname in turn causes problems when trying to load a game (an...
- Thu Feb 19, 2015 4:22 pm
- Forum: Implemented mod requests
- Topic: [Request] Unique ID field for the player object
- Replies: 4
- Views: 6842
[Request] Unique ID field for the player object
Hello, While not personally a modder, it came to my attention that there is no reliable way to identify a player. The most reliable way I can dig up seems to be the "name" property, but because it can be changed at any time in the option menu, it sounds like a very unreliable way to identi...
- Thu Feb 12, 2015 5:55 pm
- Forum: Mods
- Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
- Replies: 170
- Views: 110024
Re: [0.11.x] Hardcorio:SC v.1.0.2 now unlocked!
Just dropping in to say that, while this mod adds nice things, crippling the vanilla bullet turrets until the military 2 is researched is painful, when you find it out while already threatened, and nowhere near the technology.
- Mon Dec 22, 2014 4:35 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 212668
Re: [0.11.x] Uranium Power
I have a hard time imagining how to use up that water with just the vanilla power generation. I mean, I am currently using 10 tier 3 steam generators from Dytech, with a single 1.9 upgrade, and it doesn't consume all of the water. With all slots full of the top tier pellets, I can't even see how I w...
- Thu May 01, 2014 7:39 pm
- Forum: Minor issues
- Topic: [0.9.8]Maverick os graphic ploblem
- Replies: 3
- Views: 6633
Re: [0.9.8]Maverick os graphic ploblem
It sounds like every other case of this, and it means you don't have enough Video RAM (with an integrated card, it's quite normal).
Try witching the game to use fast graphics, it might fix your problem.
Try witching the game to use fast graphics, it might fix your problem.
- Thu May 01, 2014 7:37 pm
- Forum: Modding help
- Topic: How to strengthen the enemies?
- Replies: 8
- Views: 3651
Re: How to strengthen the enemies?
The second part of my post was something I didn't try, so it might not work like I expect it to, but here is how I saw it: data.raw is only accessible while the game is loading (it is created through data:extend calls and is used primarily to change base/other mod prototypes, just a quick explanati...
- Thu May 01, 2014 5:46 pm
- Forum: General discussion
- Topic: Biting off Too many Biters
- Replies: 8
- Views: 4038
Re: Biting off Too many Biters
One strategy I usually use is to build a lot of lasers just outside of agro range, agro the biters myself, rambo style like you did, and then make them follow me to the towers, where I basically run around in circles while the towers kill the masses. The best part about that strategy is that you can...
- Thu May 01, 2014 5:34 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 330653
Re: [MOD 0.9.8] Treefarm v1.0.1
Unless hydroculture changed recently, it was too slow to be usable with a small number of "machines". The three problems are that it requires the pollution inducing way before being able to start it, it uses a lot of space, and produces very slow. It makes it totally not viable to mass pro...