Search found 197 matches
- 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).
- 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.
- 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...
- 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.
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.
- 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...
- 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"!
- 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...
- 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
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:optimized-belts branch (coming 0.16)
\o/Harkonnen wrote:this problem is gone
Exciting times.Loewchen wrote:We should create a "Resolved for 0.16" directory for this.
- 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!
- 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 ...
- 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...
- 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...
- 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...
- 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
Should the mod try to catch attempts to put aircraft on the vehicle wagon? Possibly.Ruben_NL wrote:But, it is possible, and gives an error.Optera wrote:The Description clearly statesOf course, you aren't allowed to load your aircraft onto wagons, as there'd be no point!
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...