Search found 197 matches

by dgw
Fri Aug 11, 2017 6:01 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 188
Views: 72672

Re: [MOD 0.15.x|0.14.x]Recycling Machines

They're good circles to think in. Keeping them in your brain will serve you well, I bet, given how software is eating the world (not my phrase, but accurate).
by dgw
Fri Aug 11, 2017 5:24 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 188
Views: 72672

Re: [MOD 0.15.x|0.14.x]Recycling Machines

Hmm. I only asked because the robots in that screenshot are very purple. CM uses purple for a lot of its special super-powered versions of things.
by dgw
Fri Aug 11, 2017 12:04 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 188
Views: 72672

Re: [MOD 0.15.x|0.14.x]Recycling Machines

While I haven't tested on LInux specifically, I have run games with this mod on Mac, as well as Windows. For only one of the three supported platforms to exhibit a problem would be quite strange, especially since the mod API is built in Lua, which is an interpreted language (and whose interpreter ru...
by dgw
Tue Aug 08, 2017 3:27 am
Forum: Implemented in 2.0
Topic: New types of rails (curves, s-curves ...)
Replies: 30
Views: 23989

Re: New types of rails (curves, s-curves ...)

The real question is, if we have ships, would we be able to build a ship-shipping ship that ships shipping ships?

All joking aside, I seriously went looking for a mod that added at least rail containers when I saw that thing about containerization. Never did find one, sadly.
by dgw
Mon Jul 24, 2017 6:28 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 396474

Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Mobius1, what version of creative mode mod are you using? what version of Factorio? [...] I'm using latest version of all mods. [...] :oops: No need for the embarrassed emoticon. It's still helpful to know the actual version number even if the reporter believes that it's the latest, in case there h...
by dgw
Thu Jul 13, 2017 9:31 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 231472

Re: [MOD 0.15] Warehousing v0.0.11

Packaged up everything that seemed relevant to Anoyomouse in a pull request. Gotta love Git's built-in support for saying "I didn't actually write this; I'm just committing it"! :D
by dgw
Wed Jul 12, 2017 8:31 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 231472

Re: [MOD 0.15] Warehousing v0.0.11

Just forked warehousing. i think? and posted the changes i had made got super distracted lately and had kinda forgot to do that I found what appears to be your fork and looked at the changes… It appears you changed the line endings for each one of some 28 files. That makes the diff pretty impossibl...
by dgw
Fri Jul 07, 2017 9:03 am
Forum: Resolved Problems and Bugs
Topic: [Harknonnen] [15.28] Back-to-back underground belt causes inserter delay
Replies: 9
Views: 6176

Re: [15.28] Back-to-back underground belt causes inserter delay

Harkonnen wrote:optimized-belts branch (coming 0.16)
I thought it was part of 0.15. Guess we can look forward to even higher UPS on bases with absurd numbers of belts!
Harkonnen wrote:this problem is gone
\o/
Loewchen wrote:We should create a "Resolved for 0.16" directory for this.
Exciting times.
by dgw
Thu Jul 06, 2017 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes
Replies: 17
Views: 8989

Re: [Oxyd] [0.15.x] Duplicate blueprint when using game different OSes

This was making me crazy, but I never made the connection either. Also explains why it stopped happening as often (I've been more consistent about running Factorio on the same PC, using Steam streaming when needed). Thanks!
by dgw
Wed Jul 05, 2017 8:33 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 396474

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

@ everyone posting about the crash with Factorio 0.15.27: It's known. Mooncat said it'll be fixed soon. Meanwhile, there's a fixed ZIP using hotfix code Mooncat posted HERE . Or manually replace creative-mode's control.lua if you'd rather go that route. Sincerely, a thread subscriber who's seen all ...
by dgw
Fri Jun 30, 2017 7:49 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 30169

Re: [MOD 0.15+] AutoDeconstruct 0.1.8

Having just saved and reloaded a map in which I was partway through setting up a new Factorissimo2 factory building, my console was spammed just now with a bunch of messages like "[autodeconstruct|drill.order_deconstruction] Error: [-837.5, -132.5] failed to order deconstruction on factory-por...
by dgw
Thu Jun 29, 2017 11:18 pm
Forum: This Forum
Topic: Enforce maximum attachment count before upload
Replies: 1
Views: 1115

Enforce maximum attachment count before upload

Trying to add a fourth attachment to a PM (game mod issue needed multiple save revisions to compare), I noticed that the forum let my browser upload the entire 30MB file before rejecting the upload with an error about the 3 attachment limit. The limit itself is not an issue—it makes sense to me that...
by dgw
Thu Jun 29, 2017 6:49 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 30169

Re: [MOD 0.15+] AutoDeconstruct 0.1.8

Having just saved and reloaded a map in which I was partway through setting up a new Factorissimo2 factory building, my console was spammed just now with a bunch of messages like "[autodeconstruct|drill.order_deconstruction] Error: [-837.5, -132.5] failed to order deconstruction on factory-port...
by dgw
Thu Jun 29, 2017 6:44 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 51008

Re: [MOD 0.15] Vehicle Wagon 1.1.1

Ruben_NL wrote:
Optera wrote:The Description clearly states
Of course, you aren't allowed to load your aircraft onto wagons, as there'd be no point!
But, it is possible, and gives an error.
Should the mod try to catch attempts to put aircraft on the vehicle wagon? Possibly.
by dgw
Thu Jun 29, 2017 6:28 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 231472

Re: [MOD 0.15] Warehousing v0.0.11

how do i put the code on github Step 1: Go here: https://github.com/Anoyomouse/Warehousing Step 1.1: Log in or make an account if you need to Step 2: Click the "Fork" button at the top right Step 3: I'm actually going to hand off to GitHub's own documentation at this point: https://help.g...
by dgw
Thu Jun 29, 2017 1:28 pm
Forum: Mods
Topic: [MOD 0.16] Vehicle Wagon 1.2.5
Replies: 100
Views: 51008

Re: [MOD 0.15] Vehicle Wagon 1.1.1

Good thing I haven't tried to put any aircraft on my train yet… I guess. Aircraft strikes me as a kludge wrapped in a hack nested inside a bunch of overrides, though, so… I'm not going to be surprised at anything that breaks when using Aircraft with anything else, haha. (In seriousness, airplanes do...
by dgw
Thu Jun 29, 2017 11:09 am
Forum: Minor issues
Topic: [0.15.24] Ore patch hover text on the map can go off screen
Replies: 1
Views: 989

[0.15.24] Ore patch hover text on the map can go off screen

Since Rseding91 was quick to fix https://forums.factorio.com/50258, this similar issue involving text anchored to the cursor on the map might be worth looking at. If one is scrolling around the map looking for ore deposits and checking their sizes with the hover-appearing text, patches very near to ...
by dgw
Thu Jun 29, 2017 10:58 am
Forum: Releases
Topic: Version 0.15.24
Replies: 21
Views: 17790

Re: Version 0.15.24

Changes […] Changed default keybind for toggle filters on macOS to Alt + Right Click (https://forums.factorio.com/50253) […] Changed default keybind for toggle filters on macOS to Command + Right Click (https://forums.factorio.com/50253) Heh. Gotta read the linked thread to know which it actually i...
by dgw
Thu Jun 29, 2017 8:56 am
Forum: Implemented mod requests
Topic: Function for focusing a GUI element
Replies: 16
Views: 7261

Re: Function for focusing a GUI element

This would also be useful for folk's Shuttle Train Lite mod, with the text filter and quick go-to with dot enabled.
by dgw
Wed Jun 28, 2017 7:31 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 274947

Re: [MOD 0.11.x] The Fat Controller. Remote train management

Remark: as I understand it, every change on the train creates a new train (or change on the loco?). Can become soon complex to not get lost the sorting in the list. Thats true. I keep track of them via loco now and if the train object becomes invalid it gets readded to the table so that issue is fi...

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