Search found 346 matches

by Squelch
Tue Jan 21, 2020 11:42 pm
Forum: Mod portal Discussion
Topic: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
Replies: 10
Views: 5410

Re: [Sanqui] Odd behaviour when posting mods against two major Factorio releases

I've just fallen across this myself. The version tabs do sort the listings appropriately. ie 0.18 shows only those mods that have been updated to support 0.18, but the 0.17 tab also lists those same mods as having been updated, and the default download is the latest for 0.18, not 0.17 as would be ex...
by Squelch
Tue Jan 21, 2020 11:26 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 7789

Re: Supporting multiple Factorio (Major) versions

What usually happens is that modders don't really support a stable release after an (major) experimental has been released. It is to much of an hassle to support two different versions at the same time. Experimental isn't really experimental, more like beta. The experimental versions of Factorio ha...
by Squelch
Tue Jan 21, 2020 10:36 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 78130

Re: Version 0.18.0

Because most mods should work without problems, this is how to "convert" them from 0.17 by yourself. .. What keeps - and what I currently don't want to make scripts about - is, that some modder dont care about the filename of the zipfile. But that are not so much, just renaming, or perhap...
by Squelch
Tue Jan 21, 2020 10:14 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 7789

Re: Supporting multiple Factorio (Major) versions

I've been giving it some thought and experimenting with the versioning. It does seem possible, but isn't immediately clear from any of the guides, that a mod can support multiple major versions at once. Here are my findings: The Mod portal has a version tab to list only those mods compatible with th...
by Squelch
Tue Jan 21, 2020 8:32 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300372

Re: pY Alien Life - Discussion

And what's wrong with fps in 0.18? Not understood - i'm playing on 0.17 bcuz i don't want to brake my py-mod-pack I think what is meant is that there have been many optimizations and improvements in 0.18 that we will not get to enjoy in our current Py games and larger factories that are inevitable ...
by Squelch
Tue Jan 21, 2020 5:53 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 39267

Re: Friday Facts #330 - Main menu and File Share Shenanigans

I haven't read through all the replies yet, but I had something cross my mind when I read the FFF this morning. In regards to the Continue button, will it recognize if the current active mods match the last save? The reason I ask is... What happens when you play a solo save, then go onto a server w...
by Squelch
Tue Jan 21, 2020 5:25 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 300372

Re: pY Alien Life - Discussion

Py suite will need a release for 0.18 as it is not compatible right now. That means that 0.17.79 stable players will then be incompatible unless there are separate releases for 0.17 and 0.18 Make a separate backup of 0.17 to continue playing until this is resolved. Sadly the major version causes a d...
by Squelch
Tue Jan 21, 2020 4:48 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 78130

Re: Version 0.18.0

Thanks for the release, there's certainly some interesting developments, improvements and fixes in there. Sadly, this new major version renders all mods for 0.17 incompatible by version number, regardless of any functional incompatibilities. I raised the question in the Modding help forum and got a ...
by Squelch
Tue Jan 21, 2020 3:50 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 7789

Re: Supporting multiple Factorio (Major) versions

Ok thanks, and understood. I'll stick with 0.17 stable and release a separate copy for 0.18 experimental series. It's a shame that 0.18 isn't the stable version, it would have seemed more intuitive and made modder's lives a little easier by not having to maintain more than one release when they are ...
by Squelch
Tue Jan 21, 2020 3:36 pm
Forum: Modding help
Topic: Supporting multiple Factorio (Major) versions
Replies: 34
Views: 7789

Supporting multiple Factorio (Major) versions

Hello all, I'm sure this must have been covered before, but my search foo has failed. With the release of Factorio 0.18, it renders any mods with 0.17 major version incompatible. My little effort was originally created for 0.17.xx series and has been tested on 0.18 and found to be working fine. Howe...
by Squelch
Sun Jan 05, 2020 10:19 am
Forum: Implemented Suggestions
Topic: Train Station dots should show whether the station is enabled
Replies: 11
Views: 4425

Re: Train Station dots should show whether the station is enabled

Great suggestion.

The station dot may be too easily confused with a red signal (when show signals on map is enabled) Perhaps a red outline/border to the white circle (or inverse) would be more distinguishable?
by Squelch
Sat Jan 04, 2020 4:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.77] Electric Energy Interface consumption broke
Replies: 9
Views: 5882

Re: [0.17.77] Electric Energy Interface consumption broke

Another observation, and possibly related - The EEI is unable to charge empty accumulators, but can still supply electricity to normal consumers. More details to come following further tests... Don't post this here please, make a new report after reading https://forums.factorio.com/3638. The contex...
by Squelch
Sat Jan 04, 2020 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.77] Electric Energy Interface consumption broke
Replies: 9
Views: 5882

Re: [0.17.77] Electric Energy Interface consumption broke

I see the fix in the changelog for 17.79, but I'm afraid it does not seem to be working. I cannot seem to make the EEI consume electricity at all now. (discovered during testing another issue ref 79566 ) Another observation, and possibly related - The EEI is unable to charge empty accumulators, but ...
by Squelch
Fri Jan 03, 2020 1:52 am
Forum: Not a bug
Topic: [0.17.79] Illegal character notice when saving doesn't clear with the enter key
Replies: 5
Views: 1247

Re: [0.17.79] Illegal character notice when saving doesn't clear with the enter key

It is a feature that doesn't exist for this GUI, logic that is not written yet, but it is not a bug, nothing is behaving outside of expectation. If we want to add Enter to confirm to the dialogs, that is an idea we will consider, however it is not a bug. Thank you for taking the time to expand on t...
by Squelch
Fri Jan 03, 2020 1:22 am
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 3783

Re: [0.17.79] Overlapping electric networks can cause increased power draw

I think this might be caused by lamps being merged together with respect to the interface to the electric network. If you have three groups of lamps, with 2, 3, and 4 lamps, and two electric networks, where the first sees the 2 and 3 groups while the second sees the 3 and 4 groups, the lamps virtua...
by Squelch
Fri Jan 03, 2020 1:17 am
Forum: Minor issues
Topic: [0.17.79] Overlapping electric networks can cause increased power draw
Replies: 6
Views: 3783

Re: [0.17.79] Overlapping electric networks can cause increased power draw [with lamps]

I am able to confirm this, and have found it is not the overlapping power networks per se, but just the lamps within overlapping power networks that cause the issue. I too use the overlapping or adjacent power network together with accumulators as a passive method of regulating my standby power, and...
by Squelch
Thu Jan 02, 2020 2:23 pm
Forum: Not a bug
Topic: [0.17.79] Illegal character notice when saving doesn't clear with the enter key
Replies: 5
Views: 1247

Re: [0.17.79] Illegal character notice when saving doesn't clear with the enter key

Keyboard control isn't implemented in a lot of places, and lack of it isn't a bug Some specific places have keyboard controls, such as saving or loading games. Another one is that ESC works on most dialog boxes to cancel. Please excuse me @Klonan, but I must respectfully challenge you on your decis...
by Squelch
Wed Jan 01, 2020 3:18 pm
Forum: General discussion
Topic: wow...oops
Replies: 17
Views: 8231

Re: wow...oops

Those little, hidden problems are the bane of Factorio players I think, and your mod has become indispensable already! It should be in the base game. Thanks for the endorsement, I'm glad I'm not alone in this, and see the number of downloads increasing which is also heartening. It's the little thin...
by Squelch
Wed Jan 01, 2020 3:09 pm
Forum: Modding help
Topic: How to prevent connection of different pipes?
Replies: 8
Views: 2161

Re: How to prevent connection of different pipes?

I'm following this with interest, and I feel the pipe interaction rules to be quite frustrating too. Have you considered using the Heat Pipe prototype? They are far less common, and indeed unique to nuclear power, so as long as you keep your mechanical couplings away from that area, you should be ab...
by Squelch
Tue Dec 31, 2019 4:54 pm
Forum: Not a bug
Topic: [0.17.79] Illegal character notice when saving doesn't clear with the enter key
Replies: 5
Views: 1247

Re: [0.17.79] Illegal character notice when saving doesn't clear with the enter key

Confirmed.

This does seem to be an odd one, and contributes to an inconsistent user experience

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