Search found 346 matches
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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?
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?
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
This does seem to be an odd one, and contributes to an inconsistent user experience