Search found 129 matches

by staviq
Fri Oct 16, 2020 5:27 pm
Forum: Pending
Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
Replies: 5
Views: 2167

Re: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?

Hey, sorry for responding so late, i totally missed the notification. I now understand why the blueprint disappears from the quickbar, but there still is a question of why the blueprint disappeared in the first place ? Honestly, since nobody else reported this problem and it happened to me only once...
by staviq
Mon Sep 28, 2020 1:27 pm
Forum: Pending
Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
Replies: 5
Views: 2167

Re: [1.0.0] Blueprints disappearing / geting corrutped ?

I just tried to load AB1 save on completely different pc, running Linux instead of Windows, and I'm still getting not only a disappearing blueprint, but the results are inconsistent as before, loading this save will sometimes result in the blueprint showing up on the quickbar and sometimes it will n...
by staviq
Sun Sep 13, 2020 9:56 pm
Forum: Pending
Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
Replies: 5
Views: 2167

Re: [1.0.0] Blueprints disappearing / geting corrutped ?

Just so i don't look like a crazy person, here it is, blueprint disappearing. The bug is reproducible, although not every time, i had to reload the save about 10 times for it to happen again. Game started with all mods disabled. Tested on the "AB1" save. https://i.imgur.com/m4Czoc0.png htt...
by staviq
Sun Sep 13, 2020 3:08 am
Forum: Pending
Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
Replies: 5
Views: 2167

[kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?

I moved some of my blueprints from the inventory to the library, and the next day i noticed they have disappeared from the library. Some, not all of them. So i went back to my old game save, and i moved them again, but couldnt find one of the blueprints that i used alot, and i kept in in the quickba...
by staviq
Mon Jul 08, 2019 10:05 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

Thanks! Nice stuff. My current game already has the good surface, thankfully, since I wanted to test it “in production” not just the editor. :) Appreciate the work you did on fixing this, too, and on building it. Quick check: I am 99.9 percent sure from the code this’ll work with mods that add extr...
by staviq
Mon Jul 08, 2019 2:54 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. ...and here I was, just about to drop a bit of code that says "do not ever use these tiles, specifically", which also fixes ...
by staviq
Sun Jul 07, 2019 8:41 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. From now on, whenever a mod tampers with NF hidden surfaces, default landfill texture will be used. Note, this does NOT mean, NF will j...
by staviq
Sun Jul 07, 2019 7:59 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

I'll check this when I get home, but generally, NiceFill creates a copy of a surface with mapgen settings having all water disabled. If any mod ignores mapgen settings for water, water appears on the copy surface and NF copies this water texture. Hrm. I came here because of the same issue. I'm happ...
by staviq
Sun Jun 09, 2019 9:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Failed to parse the mod portal API response
Replies: 4
Views: 3907

Re: [0.17.47] Failed to parse the mod portal API response

Rseding91 wrote:
Fri Jun 07, 2019 7:43 pm
Thanks for the report. It's now fixed for the next version of 0.17.
Thank You !
by staviq
Fri Jun 07, 2019 7:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.47] Failed to parse the mod portal API response
Replies: 4
Views: 3907

[0.17.47] Failed to parse the mod portal API response

Mod updater fails with "Unable to check for updates". 82.578 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max&full=True&namelist=5xProduction&namelist=a-better-start&namelist=aai-programmable-structures&namelist=aai-signals&n...
by staviq
Fri Jun 07, 2019 5:25 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

I'll check this when I get home, but generally, NiceFill creates a copy of a surface with mapgen settings having all water disabled. If any mod ignores mapgen settings for water, water appears on the copy surface and NF copies this water texture. There really is no way around this if a mod does not ...
by staviq
Wed May 15, 2019 8:38 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

Yup, there's a few other types of landfill as well with alien biomes they are: Sand, Desert, Grass, Dry Dirt, and Dirt I cannot reproduce the problem. Also, Alien biomes only has one type of landfill. If you have more than one, then you are using mods that modify landfill. The problem you have is n...
by staviq
Tue May 14, 2019 11:51 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

https://www.dropbox.com/s/xup58g00qss8wvj/5CiPSd70OH.mp4?dl=0 There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag. It still fu...
by staviq
Mon May 13, 2019 10:39 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have. I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag. I need some details, is landfi...
by staviq
Sun May 12, 2019 10:37 pm
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 26681

Re: [MOD 0.16.x] NiceFill

So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have. I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag. I need some details, is landfi...
by staviq
Fri May 03, 2019 12:00 am
Forum: Modding help
Topic: Create landfill ghost ?
Replies: 0
Views: 693

Create landfill ghost ?

I have a problem, where if i change a tile via surface.set_tiles landfill ghosts on this tile are deleted for some reason. I'm trying to solve this problem by making a list of tiles i need to re create landfill ghost at, but i can't find a correct way to create a landfill ghost. for tgk,tgv in pairs...
by staviq
Mon Mar 18, 2019 2:22 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36620

Re: [MOD 0.16.x] MadClown01's Science

Light wrote:
Thu Mar 07, 2019 5:25 am
They're all in working order, just awaiting the release of Angel's Bioprocessing.
Soooo, Angel has just released bioprocessing for 0.17 yesterday.

Any eta on Clown's science for 0.17 ?
by staviq
Sat Mar 09, 2019 1:07 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 136465

Re: [0.17] Please post bugs and balance issues here.

Hi. I have noticed that the speed at which you manually deconstruct the gray belt is significantly lower than that of yellow belt. I do not remember this being the case in 0.16, is this intended? I personally, find this quite annoying thb, basic belt is used mostly in the early game where you rebuil...
by staviq
Tue Mar 05, 2019 10:25 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 82797

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

GrumpyJoe wrote:
Tue Mar 05, 2019 10:04 am
Hey Clown
He was last online over a month ago, so i think he ded.

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