Search found 96 matches

by doc
Mon Dec 18, 2017 1:39 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

I completely stopped work on this mod unfortunately! I don't know if I'll ever properly revisit this, I still had a lot of ideas, but there was a lot of work to do. There is a github repository here if anyone else wants to hack around with the code: https://github.com/chucksellick/factorio-portal-re...
by doc
Sun Dec 17, 2017 8:04 pm
Forum: Releases
Topic: Version 0.16.5
Replies: 9
Views: 13095

Re: Version 0.16.5

keentom wrote:It's sunday, guys.
We love you for the quick updates but please take your deserved time off! :)
Shh, don't let them know they're allowed time off, there is still time for plenty of releases before Christmas :)
by doc
Mon Jul 10, 2017 6:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.28] Detected corruption of the game state
Replies: 3
Views: 3551

Re: [0.15.28] Detected corruption of the game state

Oh haha, I really should have searched first shouldn't I :) Many thanks for the speedy fix!
by doc
Mon Jul 10, 2017 5:37 pm
Forum: Duplicates
Topic: [0.15.28] Very long beams cause save game corruption
Replies: 1
Views: 1089

[0.15.28] Very long beams cause save game corruption

See this bug report from player Part-human on my Portal Research mod: https://mods.factorio.com/mods/docpaisley/portal-research/discussion/16566 Creating a beam that is over ~650 units long seems to then trigger a corruption error upon saving the game. Not sure what the best behaviour would be but e...
by doc
Mon Jul 10, 2017 5:02 pm
Forum: Modding discussion
Topic: A quick batch file I use for 'compiling' my mod when testing
Replies: 3
Views: 2142

Re: A quick batch file I use for 'compiling' my mod when testing

Personally I use "gulp" (a node.js build system) for this - you can see my gulpfile.js here: https://github.com/chucksellick/factorio-portal-research/blob/master/gulpfile.js Some cool features: Continually watches for file changes, automatically rebuilds every time you change anything Pars...
by doc
Sun Jul 09, 2017 5:51 pm
Forum: Won't implement
Topic: GUI events
Replies: 4
Views: 1880

Re: GUI events

A "hovered GUI element" would still need to send a network action every time the hovered element changed even when it wasn't being used since the GUI elements don't exist on anyones instance except the guy who sees them. Is this particularly any more network load than updating the player....
by doc
Sat Jul 08, 2017 3:30 pm
Forum: Won't implement
Topic: GUI events
Replies: 4
Views: 1880

Re: GUI events

I would also really like a way to check what GUI element a player's cursor is currently over. I don't think this would be an event due to the network load that could cause, but some property like player.hovered_element (similar to player.selected) would be incredibly useful. I'd like to use this to ...
by doc
Sat Jul 08, 2017 3:20 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

Hi Doc i think the ISS is like 250 million dollars per year or something, but its a worthy project :) My in-mod equivalent of the ISS will be the Orbital Research Station. I have a bit of a plan for this and the repair station which have some similarities to what you described, but without the colo...
by doc
Sat Jul 08, 2017 2:55 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

0.7.9 released:

* Fixed dying space telescopes would crash the game (The Zero)
* Massively decrease orbital death rate until repair stations are implemented (x100)
by doc
Thu Jul 06, 2017 7:20 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

1. You're doing great work and I love the mod, but from what I've seen so far, a lot of errors and fix releases wouldn't happen if you did at least some sanity checks. Bugs are expected, but checking everything works would save us beta testers a lot of trouble. Here's an idea: Expose some API funct...
by doc
Wed Jul 05, 2017 2:24 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

Released 0.7.8:

* Fixed antennas removed while receiving orbital power would crash (HorusOP)
* Mention Factorio Cross Mod in README


Thanks for both reports
by doc
Wed Jul 05, 2017 12:58 am
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

The Zero wrote: I'm getting this error (even with 0.7.6):
Fixed along with a load of GUI improvements in 0.7.7. Hopefully didn't break anything else while I was doing that!
by doc
Tue Jul 04, 2017 7:17 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5

0.7.5 released, recent changes:

* Add more varied resources back to sites
* Add a button to forget sites you're not interested in
* Fix error when launching orbitals
* Make orbitals die at a much more sensible rate
by doc
Tue Jul 04, 2017 7:02 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 98509

Re: [MOD 0.15] ModuleInserter 2.0.0

Hi, this mod is causing an incompatibility with some other mods that use tinted graphics instead of using their own graphics. An example of the error can be seen here: http://imgur.com/a/WuobQ I think the issue stems from that the machine in question is using a tinted version of the chemical plant i...
by doc
Mon Jul 03, 2017 11:39 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.2

0.7.3 released

* Orbitals now take damage over time and eventually die
* Fixed a silly init bug (reported by buggy123)
* Fixed an occasional lockup due to tick handling
by doc
Mon Jul 03, 2017 10:56 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.2

So I think I've broken something, but i'm not 100% certain it's a problem with your mod. Yep, it's a problem with my mod. Factorio is out to get me sometimes :) You can remove the offending line, it isn't needed, or it'll be fixed shortly in the next update. P.S. Slightly appropriate username there...
by doc
Mon Jul 03, 2017 7:33 pm
Forum: Mods
Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
Replies: 81
Views: 45187

Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.2

Latest release - 0.7.2. Major new features: * Radio Masts - wireless transmission for the circuit network allowing signals to be sent and received to/from your asteroid outposts. Also very useful for distant outposts in your base. Limited to 100 channels and 10 signals per channel; there is also a s...
by doc
Mon Jul 03, 2017 6:03 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [MODDING] Cursor focus gets stuck inside hidden textfield
Replies: 3
Views: 3149

[Rseding91] [MODDING] Cursor focus gets stuck inside hidden textfield

When I hide some custom GUI window (using style.visible=false) in response to a game event (for instance, [esc] closing an opened chest) the WASD keys stop working. This was because the window contained a textfield which had the cursor focused, and it is still focused after closing the window even t...
by doc
Fri Jun 30, 2017 11:23 pm
Forum: News
Topic: Friday Facts #197 - Chugging along
Replies: 12
Views: 11618

Re: Friday Facts #197 - Chugging along

Super chuffed to see the mod I started mentioned for the 2nd time in a community spotlight! Big props to justarandomgeek for keeping it going and DaveMcW for his ridiculous creation!

And great news that GUI will be getting some love soon, hopefully this will have a lot of benefits for modders too.

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