At least I can read.
Search found 137 matches
- Fri May 03, 2019 1:41 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
- Fri May 03, 2019 1:35 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
Lucky you. 90% of requests I have made where either trashed or left with no response and I have also seen the same story for many of other people's requests.
- Thu May 02, 2019 11:17 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
Not Recommended: 281.3 hrs last two weeks Then talks about how good it was in the past. Is this some sort of joke? Not sure if you've noticed, but the game is about automation. At certain point it plays on its own. But since you aren't going to I guess I'll write up the modding interface request. I...
- Thu May 02, 2019 10:27 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
I am not talking about base. I am talking about mods that Wube developers write, e.g.: https://mods.factorio.com/user/Bilka https://steamcommunity.com/id/jarcionek/recommended/427520 Requesting anything from Wube developers is a waste of time. They will either implement something because they want/n...
- Thu May 02, 2019 10:12 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
Nope. Waste of time. They won't do it anyway. At least not until one of them needs that for their mod, in which case they won't need my request.
- Thu May 02, 2019 9:46 pm
- Forum: Modding help
- Topic: How to make mod's action undoable?
- Replies: 14
- Views: 4233
Re: How to make mod's action undoable?
I haven't found a solution, neither did I few other modders who received such requests for their mods. I haven't raised a modding interface request.
- Mon Apr 29, 2019 11:32 am
- Forum: Not a bug
- Topic: [0.17.34] Train's path is not recalculated when the rail chain signal changes
- Replies: 4
- Views: 1600
Re: [0.17.34] Train's path is not recalculated when the rail chain signal changes
Rail signal before the Rail chain signal? Then the train is just going to pass it and stop at rail chain signal. Doesn't sound like it solves anything.
- Mon Apr 29, 2019 7:11 am
- Forum: Not a bug
- Topic: [0.17.34] Train's path is not recalculated when the rail chain signal changes
- Replies: 4
- Views: 1600
[0.17.34] Train's path is not recalculated when the rail chain signal changes
I have 4 stations with the same name, served from a single rail. Even though last two stations are empty, the train is still waiting for the second station, even though it's rail chain signal is blue and it could go to another station: Screenshot.PNG I have added a normal rail signal with condition ...
- Sun Apr 28, 2019 12:03 am
- Forum: Minor issues
- Topic: [0.17.34] Game freezing when big factory runs out of power
- Replies: 1
- Views: 1330
[0.17.34] Game freezing when big factory runs out of power
I have a pretty big factory. I have expanded it and my accumulators didn't have enough energy to power the factory over night. And then UPS dropped to 1...
Save file: https://drive.google.com/open?id=1c98lk ... t3RXuXP2tN
Save file: https://drive.google.com/open?id=1c98lk ... t3RXuXP2tN
- Wed Apr 17, 2019 7:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] random UPS drops, probably logistic network related
- Replies: 3
- Views: 1722
Re: [0.17.31] random UPS drops, probably logistic network related
It seems that the problem was caused by a lack of empty storage chests Don't you have like 500k storage chests? I do :) I have a big logistic network - over half million storage chests, over 10k roboports, 100k logistic robots. I have been busy designing blueprints, while constantly expanding the s...
- Wed Apr 17, 2019 6:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] random UPS drops, probably logistic network related
- Replies: 3
- Views: 1722
Re: [0.17.31] random UPS drops, probably logistic network related
It seems that the problem was caused by a lack of empty storage chests / high number of robots in use (which was reaching 100k).
Now that I have decreased mining and robots have where to store the ore (only 20k of them are flying around), the UPS stays at 55-60.
Now that I have decreased mining and robots have where to store the ore (only 20k of them are flying around), the UPS stays at 55-60.
- Tue Apr 16, 2019 1:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.31] random UPS drops, probably logistic network related
- Replies: 3
- Views: 1722
[0.17.31] random UPS drops, probably logistic network related
I have a big logistic network - over half million storage chests, over 10k roboports, 100k logistic robots. A while ago I have noticed that when I place 6 requester chests, each requesting 1k ore, the game almost stops for a few seconds, probably while the paths of logistic robots are calculated. No...
- Wed Apr 10, 2019 2:26 pm
- Forum: Modding help
- Topic: How to put an item from player's main inventory into their cursor?
- Replies: 0
- Views: 682
How to put an item from player's main inventory into their cursor?
I want to auto-equip an item when user presses a key and also spawn the item if they don't have it in inventory. I have noticed that the following code, puts the item in hand correctly, but it doesn't reserve a slot for it in the main inventory - so if logistic robots fill player's inventory with ju...
- Mon Apr 08, 2019 2:37 pm
- Forum: Not a bug
- Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
- Replies: 4
- Views: 2073
Re: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
I could swear that normal zoom out switches back to map. Maybe I just remember it wrong (can't access the game right now).
- Mon Apr 08, 2019 12:06 pm
- Forum: Not a bug
- Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
- Replies: 4
- Views: 2073
Re: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
Note that as of one of the minor 0.17 versions "consuming" for mod hotkeys does nothing. Nope. That still works in 0.17.25. Setting it to game-only makes the base game do nothing. See also https://forums.factorio.com/viewtopic.php?f=23&t=68926#p419456 As for why there are 2 hotkeys wi...
- Sun Apr 07, 2019 3:26 pm
- Forum: Not a bug
- Topic: [0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
- Replies: 4
- Views: 2073
[0.17.25] modding - consuming zoom-in event also consumes alt-zoom-in and vice versa
Controls.PNG Firstly, I find it weird that there two almost identical controls that by default are assigned the same keys, but ok. It seems like it should be a check box in the Interface or Graphics Settings whether zooming to world is enabled. In regards to zooming out - there is absolutely no dif...
- Sun Apr 07, 2019 9:01 am
- Forum: Modding interface requests
- Topic: Events on_map_position_changed, on_zoom_level_changed, on_render_mode_changed
- Replies: 0
- Views: 903
Events on_map_position_changed, on_zoom_level_changed, on_render_mode_changed
I am trying to revert zooming behaviour to what it was in version 0.15.10, when zooming was more aggressive and it was possible to zoom out farther: https://forums.factorio.com/viewtopic.php?f=6&t=50137 https://mods.factorio.com/mod/ZoomingReinvented I have overridden what the following game con...
- Sun Apr 07, 2019 8:15 am
- Forum: Modding help
- Topic: How to detect user clicked on alert?
- Replies: 0
- Views: 778
How to detect user clicked on alert?
I would like to know when user clicks on the alert to see it on the map, however I cannot find any way to achieve it. It seems that there is no event fired for it. The only thing I have found is LuaPlayer.get_alerts() but it doesn't let me do anything other that say "yes, there is an alert"...
- Sun Apr 07, 2019 12:11 am
- Forum: Duplicates
- Topic: [0.17.25] Trains schedules disappear in the station view
- Replies: 1
- Views: 917
[0.17.25] Trains schedules disappear in the station view
This is something that broke recently, within the past week or two.
Steps to reproduce:
1. Click on the train stop
2. Wait and see how the schedules one by one disappear
Steps to reproduce:
1. Click on the train stop
2. Wait and see how the schedules one by one disappear
- Sat Apr 06, 2019 11:31 pm
- Forum: Modding help
- Topic: How to assign mouse wheel custom input?
- Replies: 2
- Views: 1119
Re: How to assign mouse wheel custom input?
I came across the issue you linked and it seems that this problem does not exist any more. - If I manually assign mouse wheel to the mod custom input - it works. - If another action has mouse wheel assigned to it - both actions get triggered. I don't understand why mod is not allowed to assign the m...