Search found 96 matches
- 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...
- Sun Dec 17, 2017 8:04 pm
- Forum: Releases
- Topic: Version 0.16.5
- Replies: 9
- Views: 13095
Re: Version 0.16.5
Shh, don't let them know they're allowed time off, there is still time for plenty of releases before Christmaskeentom wrote:It's sunday, guys.
We love you for the quick updates but please take your deserved time off!
- 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!
- 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...
- 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...
- 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....
- Sat Jul 08, 2017 3:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [MODDING] Cursor focus gets stuck inside hidden textfield
- Replies: 3
- Views: 3149
Re: [Rseding91] [MODDING] Cursor focus gets stuck inside hidden textfield
That's great to hear, thanks!
- 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 ...
- 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...
- 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)
* Fixed dying space telescopes would crash the game (The Zero)
* Massively decrease orbital death rate until repair stations are implemented (x100)
- 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...
- 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
* Fixed antennas removed while receiving orbital power would crash (HorusOP)
* Mention Factorio Cross Mod in README
Thanks for both reports
- 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
Fixed along with a load of GUI improvements in 0.7.7. Hopefully didn't break anything else while I was doing that!The Zero wrote: I'm getting this error (even with 0.7.6):
- 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
* 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
- 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...
- 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
* 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
- 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...
- 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...
- 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...
- 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.
And great news that GUI will be getting some love soon, hopefully this will have a lot of benefits for modders too.