Search found 21 matches
- Sat Feb 10, 2024 1:19 am
- Forum: Bug Reports
- Topic: [1.1.101] Rebound controls still toggle alt mode
- Replies: 0
- Views: 251
[1.1.101] Rebound controls still toggle alt mode
What did you do? Rebound 'Toggle Filter' to 'Alt + Left-click' in the Controls settings What happened? When using 'Alt + Left-click' to toggle filters, "Alt-mode" also gets toggled What did you expect to happen instead? It might be obvious to you, but do it anyway! "Alt-mode" re...
- Sun Oct 24, 2021 8:19 pm
- Forum: Duplicates
- Topic: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
- Replies: 2
- Views: 1298
Re: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
Given the logfile message, I should add: to my knowledge, the mod zip file had never been opened by any application other than Factorio
- Sat Oct 23, 2021 11:45 pm
- Forum: Duplicates
- Topic: [1.1.42] Crash loading save: "Package lock (read) is active" on mod
- Replies: 2
- Views: 1298
[1.1.42] Crash loading save: "Package lock (read) is active" on mod
What did you do? Opened Factorio from the Start menu, as usual Went off to do some IRL things for a while (~20mins maybe?) Used Windows-key + Shift + Left to move Factorio to my other monitor Clicked on the "Continue" button to continue my last savegame What happened? The game crashed. Be...
- Fri Mar 19, 2021 4:57 am
- Forum: Modding interface requests
- Topic: [1.1.27] Event/property for playing a sound on selection-tool start selection
- Replies: 1
- Views: 709
[1.1.27] Event/property for playing a sound on selection-tool start selection
Hi, the built-in selection tools (upgrade planner, blueprint, etc.) will play a sound both when the player begins making a selection, and when the player finishes their selection. I would like to be able to match that functionality when implementing a generic selection-tool. I can play a sound when ...
- Fri Jan 29, 2021 12:17 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 4278
Re: [1.1.19] Spidertron personal logistics setup not displayed
Ok, I fixed both issues for the next release. Awesome, thanks! Yep, there's no reason why that wouldn't work as a workaround. I've implemented it as part of my spidertron serialiser, so feel free to use the code here: 'Copy' https://github.com/tburrows13/SpidertronEnhancements/blob/master/scripts/s...
- Thu Jan 28, 2021 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 4278
Re: [1.1.19] Spidertron personal logistics setup not displayed
I have new information. My mod is definitely related, however there may be an underlying Factorio bug as well. The reported bug can be reproduced without mods by hovering the mouse over a Spidertron and running this command in the chat window: /c game.player.selected.force = game.player.selected.for...
- Wed Jan 27, 2021 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.19] Spidertron personal logistics setup not displayed
- Replies: 9
- Views: 4278
Re: [1.1.19] Spidertron personal logistics setup not displayed
Thanks for the report, I will update as soon as I can. Thread on the mod portal for this issue: https://mods.factorio.com/mod/LogiNetCh ... 278a376a5d
- Thu Feb 27, 2020 4:07 pm
- Forum: Modding interface requests
- Topic: Selection tool mode/filter for selecting only ghost entities
- Replies: 4
- Views: 1867
Re: Selection tool mode/filter for selecting only ghost entities
Hmm, I hadn't considered that. I guess for my purposes I'd want to include tile-ghost entities, I'm trying to select all the things that are awaiting construction by construction bots, which would include tile-ghosts.
- Thu Feb 27, 2020 4:42 am
- Forum: Modding interface requests
- Topic: Selection tool mode/filter for selecting only ghost entities
- Replies: 4
- Views: 1867
Selection tool mode/filter for selecting only ghost entities
Hi, I'm trying to make a custom selection-tool that only selects ghost entities, but it doesn't seem to be possible. There doesn't seem to be any sort of "ghost-entity" selection mode , so instead I tried using the "any-entity" selection mode combined with an entity type of "...
- Wed Feb 26, 2020 2:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 2483
Re: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
Thanks for the quick fix, awesome job as always! I can confirm both the vanilla save and my mod save are working properly for me now in 0.18.9
- Fri Feb 21, 2020 6:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 2483
Re: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
Update: it's not just inserters, I am observing this behavior for all entities that can be enabled/disabled based on a logistic network condition:
- Inserter
- Transport belt
- Mining drill
- Pumpjack
- Pump
- Offshore pump
- Power switch
- Lamp
- Train stop
- Fri Feb 21, 2020 5:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.8] Inserters do not recalculate logistic network connection when changing forces
- Replies: 3
- Views: 2483
[0.18.8] Inserters do not recalculate logistic network connection when changing forces
What did you do? I first observed this while debugging a bug report for my mod ( https://mods.factorio.com/mod/LogiNetChannels/discussion/5e422457bdb759000ce7b461 ), but I was able to reproduce it in a vanilla savegame. Repro steps: I set up a simple logistic network with a single roboport and a lo...
- Fri Aug 23, 2019 4:18 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1472
Re: Add events for when forces set friends/cease-fires
Thanks for the advice, diplomacy is not my mod but I took a look at its mod page. Seems like it is making diplomacy changes in response to player actions. My use case is a little different in that I want to make diplomacy changes in response to other diplomacy changes. And AFAIK there are currently ...
- Thu Aug 22, 2019 5:10 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1472
Re: Add events for when forces set friends/cease-fires
Related - 'on_entity_force_changed' would also be handy, if it's possible...
- Wed Aug 21, 2019 4:51 am
- Forum: Implemented mod requests
- Topic: Add events for when forces set friends/cease-fires
- Replies: 3
- Views: 1472
Add events for when forces set friends/cease-fires
Hi, I'm just getting into modding, and the API seems to be lacking events for when a force sets a new friend/cease-fire. Something like on_force_cease_fire_changed, on_force_friend_changed, maybe? In my mod, I am trying to create and manage 'sub-forces' that have mutual friend and cease-fire with th...
- Sat Aug 03, 2019 4:25 am
- Forum: Not a bug
- Topic: [0.17.62] Worms attack starting area prior to evacuation
- Replies: 1
- Views: 720
[0.17.62] Worms attack starting area prior to evacuation
Hi, I noticed in this version of the NPE, the biters jumped the gun a little bit and went and made worms around my starter base before I had a chance to finish packing up. Is this intentional? I'm not necessarily opposed - the pressure makes it feel more real - but I remember last time I played it, ...
- Sun May 19, 2019 2:56 am
- Forum: Ideas and Suggestions
- Topic: [0.17.53] Campaign cannot be completed if Compilatron destroys the salvaged electronic circuits
- Replies: 1
- Views: 1211
[0.17.53] Campaign cannot be completed if Compilatron destroys the salvaged electronic circuits
So this is Factorio, neat! I'm going to try out the campaign! Sweet, the shipwreck had electronic circuits. No idea what those do, but they seem important! I'm going to put them in a wooden chest for safe keeping. I'll put the chest right here, near the iron ore patch. [a little while later] F#$&am...
- Fri May 17, 2019 5:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.40] Compilatron stuck between an assembler and a power pole
- Replies: 1
- Views: 2179
[Oxyd] [0.17.40] Compilatron stuck between an assembler and a power pole
I somehow managed to get Compilatron stuck between an assembler and a power pole. Deconstructing the power pole released him and allowed me to continue. But there was no obvious cue that I needed to do that. compilatron_stuck.png 1. What did you do? 2. What happened? I built an assembler and then a ...
- Sat Mar 02, 2019 3:15 am
- Forum: Duplicates
- Topic: [0.17.4] Crash when canceling currently active research
- Replies: 5
- Views: 2201
Re: [0.17.4] Crash when canceling currently active research
I had this too. I was researching Mining Productivity 3, decided I wanted to research something different (Fluid wagons), so I added the new research to the queue then clicked the 'X' on Mining Productivity 3 to cancel. Game crashed with a dialog asking me to report it here. This was a single-player...
- Sun Jan 14, 2018 6:56 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 374920
Re: Friday Facts #225 - Bots versus belts (part 2)
Players would still be able to build robot only factory, belt only factory or combination of those, but the strongest strategy would be to combine all types of transport, each for the part where they are the strongest. I like this as a goal. One problem that I think needs to be addressed is that bo...