That wasn't a bug, it was a feature.FactorioBot wrote:Changes
[*]Fixed that MODDED beacons would ignore the allowed effects on an entity. (57376)
Search found 29 matches
- Tue Feb 13, 2018 3:07 pm
- Forum: Releases
- Topic: Version 0.16.23
- Replies: 11
- Views: 14298
Re: Version 0.16.23
- Tue Feb 13, 2018 2:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.21]Circumventing prod module restriction using beacons
- Replies: 7
- Views: 5328
Re: [wheybags][0.16.21]Circumventing prod module restriction using beacons
Great, now I've got to write a new mod to specifically allow everything to use prod. I enjoyed using that work around. if the mod is intended to allow productivity bonuses to effect all items, then it should allow that. Bob's has a true/false setting that would allow/disallow prod modules to effect ...
- Fri Sep 23, 2016 8:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.x] Storage tank overlays too large on modded entities
- Replies: 6
- Views: 3928
Re: [13.x] Storage tank overlays too large on modded entities
Yes the function works as intended. However, The side-effect is now this completely hides the graphic on larger entities. A max size allowed to scale up might resolve this. This way you can run the game with alt view turned on, but the larger icon wouldn't hide the entity.
- Fri Sep 23, 2016 7:58 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 17021
Re: [0.13] Add Loader into game (officially)
I assume loaders would reduce CPU load compared to inserters. In my tests, they certainly do indeed. No animations + 1 loader can do the same work load of about 3 inserters depending on speed and stack size. If yes we need also Smart Loader with settable filters. :D type = "loader", name ...
- Fri Sep 23, 2016 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.x] Storage tank overlays too large on modded entities
- Replies: 6
- Views: 3928
Re: [13.x] Storage tank overlays too large on modded entities
Sorry for the necro, but this topic is directly tied to the issue.... The fluid icon for the storage tank now scales with the size of the storage tank. (29955) This fix created in v13.12 has resulted in scaled alt-icons for all storage, making the warehouse from warehouse mod unviewable when alt-vie...
- Fri Sep 23, 2016 5:07 pm
- Forum: Modding help
- Topic: Detecting resources available to a drill
- Replies: 11
- Views: 2964
Re: Detecting resources available to a drill
You could check into "AutoDeconstruct" and see how he does it. Seems like both mods are trying to detect the same thing.
- Fri Sep 23, 2016 4:34 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4681
Re: Need help turning a biter-spawner into an assembler
I did a bit of testing and got it to work fine with my code on the first try. You might want to add scale = 0.75 or so to the base animation but it's good enough to play with. Also, when using the game's default spawner the thing rotates when it is running as part of the animation so I made you a ne...
- Fri Sep 23, 2016 3:55 pm
- Forum: Modding help
- Topic: Need help turning a biter-spawner into an assembler
- Replies: 12
- Views: 4681
Re: Need help turning a biter-spawner into an assembler
Base_area = size of the storage for pipe/tank (1 equals 10, 10 equals 100) Base_level = location of the fluid box relative to 0 (ground level) +1 will push out -1 will pull into. https://forums.factorio.com/viewtopic.php?f=25&t=2442&start=10 Your fluid boxes should be fluid_boxes = { { produ...
- Fri Sep 23, 2016 2:51 pm
- Forum: Releases
- Topic: Version 0.14.9
- Replies: 9
- Views: 20352
Re: Version 0.14.9
Bug reported before I went to bed, fixed and released before I woke up. Now, that's good product support.FactorioBot wrote:
- Fixed that recipe overload_multiplier wasn't used for furnaces. (33121)
- Thu Sep 22, 2016 5:22 pm
- Forum: Resolved Problems and Bugs
- Topic: inserters cannot keep up with assembler
- Replies: 6
- Views: 4446
Re: inserters cannot keep up with assembler
I am now completely certain that this is either a bug or overload_multiplier effects something other than recipe buffer. For my tests, I ran completely vanilla (v14.5) with zero mods activated on a new game. Only thing I changed was iron-ore stack size to 500 in the demo-items.lua. And yes, I reset ...
- Thu Sep 22, 2016 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: inserters cannot keep up with assembler
- Replies: 6
- Views: 4446
Re: inserters cannot keep up with assembler
I just did a bit of testing and also can not get the overload to function as intended. --Request multiplier for _, r in pairs(data.raw["recipe"]) do r.requester_paste_multiplier = 20 end --Overload Multiplier for _, r in pairs(data.raw["recipe"]) do r.overload_multiplier = 20 end...
- Wed Sep 21, 2016 7:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Fast Filter Fill
- Replies: 19
- Views: 33089
Re: [MOD 0.12.x] Fast Filter Fill
I managed to make this work in 0.13.20. It supports not only cargo wagons, but also cars and tanks now. This should do while the author is elsewhere. Download link: https://www.dropbox.com/s/ibuwyqmap2if33l/fast-filter-fill_0.6.2.zip?dl=0 Verified to run on v14.5 with only an update to the info.jso...
- Wed Sep 21, 2016 4:27 pm
- Forum: Ideas and Suggestions
- Topic: More options for requester_paste_multiplier
- Replies: 3
- Views: 1954
Re: More options for requester_paste_multiplier
The overload_multiplier creates a larger buffer inside the assembly machine. If the machine is maxed out to around 20-70 crafting speed and you aren't getting a large enough supply from the requester chest, you'll never fill the larger buffer anyway. For instance, I can shift click in (modded) stack...
- Wed Sep 21, 2016 3:41 pm
- Forum: Ideas and Suggestions
- Topic: More options for requester_paste_multiplier
- Replies: 3
- Views: 1954
More options for requester_paste_multiplier
My suggestion is to add more in game options to change the default shift requester_paste_multiplier for assembly->chest to support more flexible play styles. Current x4 = default x1 = select-able in options whole stack = If each is selected manually and x1 option is off modded value = I use x20 some...
- Mon Sep 19, 2016 10:22 pm
- Forum: Mods
- Topic: [MOD 0.14] Factory Backbone 0.14.0
- Replies: 0
- Views: 1715
[MOD 0.14] Factory Backbone 0.14.0
[MOD 0.14] Factory Backbone 0.14.0 Info: "Lights, Power, Logistics. The essential backbone to any factory" Name: Factory Backbone 0.14.0 Latest Release: v0.14.0, September 19, 2016 Factorio Version: 0.14+ Download: factory_backbone_0.14.0.zip License: http://www.dbad-license.org/ Dependen...
- Mon Sep 19, 2016 6:19 am
- Forum: Texture Packs
- Topic: [Request] Coms Tower like entity
- Replies: 3
- Views: 2944
Re: [Request] Coms Tower like entity
Hate is too strong a word for that image. Overall it looks really good people will whine about the shinyness though :). The only thing that really looks out of place/weird is the wire connector. I took your advice and it looks much better now. Still looks shinnier in game than it does in gimp so a ...
- Mon Sep 19, 2016 3:56 am
- Forum: Modding help
- Topic: [Solved] Need help with Layered entities
- Replies: 19
- Views: 6454
Re: [Solved] Need help with Layered entities
That looks awesome! Are you posting it to the mod portal? Those graphics don't belong to me so I've got a request in the texture subforum. I used bob's logistic zone extender with a vanilla lamp pasted on top as a place holder. The graphics I made while I wait look pretty bad. I think I'm using too...
- Mon Sep 19, 2016 3:06 am
- Forum: Bob's mods
- Topic: 0.14.x Cannot create wooden boards by hand?
- Replies: 8
- Views: 4322
Re: 0.14.x Cannot create wooden boards by hand?
Considering the first recipe is unlocked by default, and the second via research, you can't learn the second one first. on top of this, the second one is unlocked via plastics research, and therefore you really can't avoid learning it. This is actually one of the few problems where I haven't though...
- Mon Sep 19, 2016 2:45 am
- Forum: Modding help
- Topic: Trying to find a mod that changes the science pack 1 recipe
- Replies: 4
- Views: 1944
Re: Trying to find a mod that changes the science pack 1 recipe
I know this is a specific request, but I was playing .14 Factorio with a bunch of mods (Beyond, Bio Industries, all of Bob's Mods, Dark Matter Replicators, Military Expanded, Mining Tools, Nucular, Robot Army, Yuoki and a few other) and one of them (not sure which, obviously) changed the science pa...
- Mon Sep 19, 2016 2:23 am
- Forum: Texture Packs
- Topic: [Request] Coms Tower like entity
- Replies: 3
- Views: 2944
Re: [Request] Coms Tower like entity
Well, I tried my best and this is what I came up with...
I hate it.
But at least my new roboport looks nice.