Search found 607 matches
- Fri Jan 06, 2023 6:42 am
- Forum: Assigned
- Topic: [Klonan] Train GUI formatted incorrectly for one type of locomotive?
- Replies: 10
- Views: 2425
[Klonan] Train GUI formatted incorrectly for one type of locomotive?
With Factorio 1.1.74 and Cargo Ships 0.1.18 or 0.1.19, the Ship Engine train schedule entries and conditions are horizontally misaligned. The weird thing is that it looks normal for the Boat Engine and every other locomotive. See: https://imgur.com/a/Saq7rCv I also tried Factorio 1.1.41 and Cargo Sh...
- Thu Jan 05, 2023 9:23 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 9
- Views: 1747
Re: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
The relative BP grid is only ever compared to itself, right? You get the same functional result with any 4-wide relative grid, no matter where the entities in the BP are relative to the grid. Each successive placement will be 4 tiles over from the last. Rails will still only be placed on the 2x2 abs...
- Wed Jan 04, 2023 3:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 2229
[1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
I received a report against Cargo Ships 0.1.19 for a broken require() inside a migration script when opening a tutorial scenario from within another game (with a fairly large mod set). Log file is attached. It appears to affect only tutorials that are loaded from the Tips and Tricks library. Loading...
- Mon Jan 02, 2023 5:57 am
- Forum: Modding discussion
- Topic: LuaGuiElement frame with a close [X] button
- Replies: 3
- Views: 2171
Re: LuaGuiElement frame with a close [X] button
AFAIK, this is done by setting player.opened to your LuaGui root object when you make it visible, and/or responding to the events for on_gui_closed and on_gui_confirmed.BlackOverlord wrote: ↑Mon Jan 02, 2023 2:40 amIs there a proper way to make such frame closing with regular hotkeys (F or ESC)?
- Sun Jan 01, 2023 6:17 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3919
Re: Space Elevator not working
You're very welcome. Have a happy new year!
- Sun Jan 01, 2023 4:47 pm
- Forum: Bug Reports
- Topic: Blueprints borked after loading modpack
- Replies: 10
- Views: 2380
Re: Blueprints borked after loading modpack
Check if there is a Blueprint-storage.bak or similar file in your Factorio folder. You can create backups of the file yourself as well for the future. Also check if you have any blueprint items saved in the vanilla game you were playing. In-world blueprint item's can't be modified outside that save ...
- Fri Dec 30, 2022 4:46 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3919
Re: Space Elevator not working
Thanks, that's what we need. Your schedule is incomplete--it stops after going up to orbit because the next stop is back to loading on nauvis and it can't get there. The train schedule should be Load -> elevator up -> Unload -> elevator down. When the train is on the ground, you have to add the stat...
- Fri Dec 30, 2022 3:01 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3919
Re: Space Elevator not working
The only way we can know what is broken is if you post screenshots of your tracks, train schedules, and space elevator GUI control panel.
- Thu Dec 29, 2022 4:16 pm
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1741
Re: Mining drill real output slot
Thank you for the quick response! I will wait to see how it behaves with that fix in place.
- Thu Dec 29, 2022 4:22 am
- Forum: Modding interface requests
- Topic: Mining drill real output slot
- Replies: 6
- Views: 1741
Re: Mining drill real output slot
This suggestion, or something similar, would allow resolution of a years-old bug in Auto Deconstruct, so I didn't want to create a duplicate thread. I am following up on a thread from 2018 https://forums.factorio.com/viewtopic.php?f=7&t=63135 and report to the Auto Deconstruct mod author https:/...
- Mon Dec 26, 2022 7:08 pm
- Forum: Ideas and Suggestions
- Topic: "Perfect" solution for circuit network system
- Replies: 13
- Views: 2627
Re: "Perfect" solution for circuit network system
One use would be for example the nuclear reactors. But also other processes/actions like a well-timed railway crossing, and fun stuff with coloured lamps. An alert may sound only every few minutes and so on. Therefore I'd say a delay might start with 100 ms and reach in 100 ms steps up to 10 minute...
- Mon Dec 26, 2022 6:56 pm
- Forum: Outdated/Not implemented
- Topic: Multiplayer settings should NOT modify global/local game settings
- Replies: 2
- Views: 917
Re: Multiplayer settings should NOT modify global/local game settings
I assume you mean the "Autosave interval" checkbox in this dialog: multiplayer-server-settings.jpg I agree it definitely does NOT seem like changing items in this dialog should change anything else. It would be expected that the next time you return to "Multiplayer server settings&quo...
- Sun Dec 25, 2022 7:12 pm
- Forum: Technical Help
- Topic: [1.1.74] [modded] Space Exploration error when turned on.
- Replies: 3
- Views: 1420
Re: [1.1.74] [modded] Space Exploration error when turned on.
You could try adjusting the Atlas Size in graphics settings, if you haven't already. And make sure you turn off high-res sprites.
- Sat Dec 24, 2022 9:04 pm
- Forum: Questions, reviews and ratings
- Topic: Space Elevator not working
- Replies: 7
- Views: 3919
Re: Space Elevator not working
The Space Elevator is essentially a hack to get around the fact that Factorio has no concept of a multi-surface train. It will never report a valid path to a stop on a different surface--the path only becomes valid after SE copies (technically it's not teleporting) the train to the other side of the...
- Sat Dec 24, 2022 5:32 am
- Forum: Ideas and Suggestions
- Topic: "Perfect" solution for circuit network system
- Replies: 13
- Views: 2627
Re: "Perfect" solution for circuit network system
I already have, but need the timer function. Currently you'd have to build some ugly stuff like inserters and chests to get a timer circuit, that would become even more tricky if the delay should increase with a new start signal. I'm curious what kind of applications for timers you have? I have nev...
- Fri Dec 23, 2022 5:54 pm
- Forum: Modding help
- Topic: How can I use C++ code in Lua?
- Replies: 3
- Views: 615
Re: How can I use C++ code in Lua?
If you don't want to reinvent the wheel, take a look at some of the existing mod libraries, like Factorio Library . You can use any of them as a dependency for your mod, and use the functions they maintain.
- Fri Dec 23, 2022 12:38 pm
- Forum: Ideas and Suggestions
- Topic: "Perfect" solution for circuit network system
- Replies: 13
- Views: 2627
Re: "Perfect" solution for circuit network system
Nice list! ⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It's annoying to build extra poles just to connect rather close standing entities and it might cause failures because you don't see always very good if an wired entity is connect...
- Wed Dec 21, 2022 7:12 pm
- Forum: Logistic Train Network
- Topic: Barrels, priority & thresholds
- Replies: 2
- Views: 850
Re: Barrels, priority & thresholds
It might not exactly solve your problem, but you could try setting the priority to (barrels/300). That way stops with more barrels are a higher priority, and those with less than one trainload equal the barrel maker. Some screenshots of your stop signals would be helpful.
- Wed Dec 21, 2022 2:04 pm
- Forum: Ideas and Requests For Mods
- Topic: Map mode to highlight chests
- Replies: 3
- Views: 1641
Re: Map mode to highlight chests
A very simple mod could change the chest map color to something more visible.
Or you can check out the Factory Search mod, which will zoom to each chest if you know a certain item is there.
Or you can check out the Factory Search mod, which will zoom to each chest if you know a certain item is there.
- Wed Dec 21, 2022 12:57 am
- Forum: Modding help
- Topic: [Solved] lua:15: unexpected symbol near 'for'
- Replies: 2
- Views: 614
Re: lua:15: unexpected symbol near 'for'
You...can't put for loops inside tables. Or if you sometimes can, you really shouldn't ever. Try creating the table as a local variable with all the constants, modify it with the for loop, and then return the table variable.