Search found 356 matches
- Wed Nov 04, 2020 1:45 pm
- Forum: Mods
- Topic: [MOD 0.17 - 2.0] Picklocks Inserter block detacher
- Replies: 21
- Views: 7446
Re: [MOD 0.17 - 1.0] Picklocks Inserter
stuff My guess is your cleaning loop isn't happening in a predictable order. I.e. you're using a local variable instead of a global to save/pause/resume the inserter scanner at different "positions" in the table, thus resulting in a desync when items are removed from different inserters f...
- Wed Nov 04, 2020 1:23 pm
- Forum: Not a bug
- Topic: [1.0.0] "Overlapping" UI hovering bug
- Replies: 2
- Views: 1498
- Wed Nov 04, 2020 12:49 pm
- Forum: Not a bug
- Topic: [1.0.0] "Overlapping" UI hovering bug
- Replies: 2
- Views: 1498
[1.0.0] "Overlapping" UI hovering bug
The warning signal appears to overlap gui layers beneath it without visibly overlapping. Seems like bug.
- Wed Nov 04, 2020 12:38 pm
- Forum: Duplicates
- Topic: Artillery + spiderbot = crash
- Replies: 1
- Views: 876
Artillery + spiderbot = crash
Step 1. (data.lua) artillery=table.deepcopy(data.raw.gun["artillery-wagon-cannon"]) artillery.name="lol" data:extend{artillery} table.insert(data.raw["spider-vehicle"].spidertron.guns,artillery.name) Step 2. Factorio crashed. Generating symbolized stacktrace, please wai...
- Thu Aug 27, 2020 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Be able to copy buildings the player does not have, but manned spidertron has
- Replies: 1
- Views: 1014
Re: Be able to copy buildings the player does not have, but manned spidertron has
I don't fully understand what you're suggesting, but i think it's about how a spidertron may be far away with a t3 assembling machine, but your character doesn't have any so you can't use the normal ghost placement thing to order the spidertron to build things. About all i can suggest is try the blu...
- Thu Aug 27, 2020 11:37 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 11465
Re: Feature request: Allow one-time orders from logistic network
Perhaps this could instead be achieved by using requester/buffer chests for the items you want to one-time-order.
- Thu Aug 27, 2020 9:57 am
- Forum: Modding interface requests
- Topic: Spider-vehicle surface teleport
- Replies: 5
- Views: 2020
Re: Spider-vehicle surface teleport
Figured as much. It's brand new! Amazing addition, really changes the end game. For the moment i just boot players out of their spiderbot and clone like a regular entity which works reasonably. I could do some tracking to find the cloned bot and re-insert the player but, with spiderbots being a vehi...
- Thu Aug 27, 2020 9:48 am
- Forum: Outdated/Not implemented
- Topic: Robots should self destruct if no power for too long
- Replies: 14
- Views: 4802
Re: Robots should self destruct if no power for too long
All great thoughts, but, particularly with the spiderbots being added with remote control while being allowed their own mobile roboports, the rate of repeat occurrence of this situation is dramatically higher than it used to be. I agree that destruction may not be the best solution. I like the idea ...
- Wed Aug 26, 2020 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Tab to focus numeric textfield selects the text
- Replies: 25
- Views: 6423
Re: 1.0 Using "Tab" to go from X: field to Y field in blueprint window does not select/mark the Y: value
Because it's a terrible idea.5thHorseman wrote: ↑Fri Aug 21, 2020 8:04 am I suggested this a while ago in Suggestions and expected 1000 +1's
I got 2.
Ever tried double click?
- Wed Aug 26, 2020 2:45 pm
- Forum: Outdated/Not implemented
- Topic: Robots should self destruct if no power for too long
- Replies: 14
- Views: 4802
Re: Robots should self destruct if no power for too long
robots, particularly player construction robots, should self destruct if they are left flying without power for too long. Please dear God, no. Care to add anything useful to the discussion? Perhaps you missed the part where To prevent random construction bots that were accidentally abandoned on the...
- Tue Aug 25, 2020 1:55 pm
- Forum: Outdated/Not implemented
- Topic: Robots should self destruct if no power for too long
- Replies: 14
- Views: 4802
Robots should self destruct if no power for too long
To prevent random construction bots that were accidentally abandoned on the other side of the map consuming a players construction bot capacity leaving them wondering why their roboports aren't working, robots, particularly player construction robots, should self destruct if they are left flying wit...
- Tue Aug 25, 2020 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 3386
Re: Heat Pipe Fluids
I'm suggesting add more uses. I think steam is a good option to use heat in recipes. Practically speaking, there isn't much difference between using say, kinetic-heatpipes, or having a fluid named "kinetic energy" run through fluid pipes, except for (the point of this suggestion) the medi...
- Tue Aug 25, 2020 12:49 pm
- Forum: Modding interface requests
- Topic: Spider-vehicle surface teleport
- Replies: 5
- Views: 2020
Spider-vehicle surface teleport
Cars can be teleported between surfaces (because they can contain players), but the spidertron cannot.
.. Why?
.. Why?
- Fri May 22, 2020 3:26 pm
- Forum: Modding help
- Topic: A list of questions I'm unsure about for my mod.
- Replies: 6
- Views: 2328
Re: A list of questions I'm unsure about for my mod.
2. Could someone make it so that enemies will only spawn more frequently and not also upgrade/spawn larger types of enemies as evolution scale increases? Could also the number of units per spawn interval also be increased similarly? game.map_settings.* has more options to change biter behavior duri...
- Fri May 22, 2020 3:21 pm
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 3386
Re: Heat Pipe Fluids
I'm suggesting add more uses.
- Sat May 16, 2020 7:56 am
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 3386
Re: Heat Pipe Fluids
recipes requiering heated fluids seems promising.... E.g. Solar-Thermal arrays..... Compared to that, heat from nuclear would be „produced“ in great quantity, but beeing mostly too hot. Balancing it by the requirement of space consuming long heat pipes or some sort of cooling tower. recipes requiri...
- Fri May 15, 2020 12:08 pm
- Forum: General discussion
- Topic: [0.18] There is No Spoon
- Replies: 14
- Views: 6865
Re: [0.18] There is No Spoon
I did it on default settings using save states with 2 hours to spare.
Ez
Ez
- Fri May 15, 2020 11:36 am
- Forum: Ideas and Suggestions
- Topic: Heat Pipe Fluids
- Replies: 8
- Views: 3386
Heat Pipe Fluids
Basically, there are only two mediums a resource tends to take in terms of logistics and transportation around the factory excluding electricity. Either it's on a belt, or it's in a pipe. Heat pipes could be considered a third medium, but it does a very poor job of it - its only purpose being to tra...
- Fri May 15, 2020 11:04 am
- Forum: Won't fix.
- Topic: [0.18.24] Character shadow drawing under corpses
- Replies: 1
- Views: 1151
[0.18.24] Character shadow drawing under corpses
Character looks strange without the shadow on top of bodies, why is the shadow underneath them?
- Fri May 15, 2020 7:20 am
- Forum: Modding help
- Topic: Assembler with burnt result
- Replies: 3
- Views: 2019
Re: Assembler with burnt result
Sounds like a bug.
Could you provide a prototype to test?
Saves me having to write them up.
Also what about filter inserters?
Could you provide a prototype to test?
Saves me having to write them up.
Also what about filter inserters?