Search found 1352 matches
- Thu Mar 12, 2020 9:06 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85152
Re: [0.17]AutoTrash 4.1.5
That scrollbar is added by Factorio if mod guis get to tall. (Reason was that buttons at the bottom weren't clickable anymore: https://forums.factorio.com/viewtopic.php?f=11&t=67799) I get the same result if i open 2 mod guis at the same time(e.g. AutoTrash and FatController), with Rows before s...
- Fri Mar 06, 2020 11:56 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 130849
Re: [0.12] Bugs, crashes & other issues
Just remove the rails in the blueprint that don't have a signal. Fixed string for the 2 lane: 0eNqNkd2OwiAQhd9lrsHUtT8ur2LMhtZJnYROG0CzTcO7L+DGaKqJVzBw5mMOZ4HWXHCyxB7UAtSN7EAdFnDUszbpzM8TggLyOIAA1kOqrCYDQQDxCX9BbcNRALInT3jrz8X8w5ehRRsF986WeokGO2+pk9NoMEKn0cXOkdNzkSajek5LCGJF+nqaQf7PuWY0m+pGKTbVK87uz...
- Fri Mar 06, 2020 11:50 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85152
Re: [0.17]AutoTrash 4.1.5
Yes, i still plan on adding features. Although right now i'm waiting on the character screen changes that are planned to be in Factorio 0.18, since they will affect how requests and trash settings work.
- Thu Mar 05, 2020 11:00 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 130849
Re: [0.12] Bugs, crashes & other issues
Blueprint strings, Mod version and Factorio version please.
- Sat Feb 22, 2020 8:26 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272480
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Well, it's an ancient modIronhair wrote: ↑Fri Feb 21, 2020 10:07 pmedit - I just realised I posted in a really ancient thread...
came here from the homepage shown in the mod description :s
http://prntscr.com/r5wulx
Error should be fixed in the latest version.
- Sun Oct 13, 2019 8:44 am
- Forum: Modding help
- Topic: Migration for mod deactivation
- Replies: 4
- Views: 1631
Re: Migration for mod deactivation
Never given it much thought. A pre removal release would have probably to be a different mod (unless you give it a lower version number than the current release, which would require a manual download) else you get people auto updating and then complaining that it doesn't work anymore (sounds like fu...
- Sun Oct 13, 2019 3:51 am
- Forum: Modding help
- Topic: Migration for mod deactivation
- Replies: 4
- Views: 1631
Re: Migration for mod deactivation
There is no way.
You could add a command to do the uninstall/deactivate your mod before they remove it
You could add a command to do the uninstall/deactivate your mod before they remove it
- Thu Sep 19, 2019 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.17.69] Circular dependency with disabled mods
- Replies: 1
- Views: 2294
[Rseding] [0.17.69] Circular dependency with disabled mods
It seems like Factorio is checking dependencies even for disabled mods: To reproduce: Disable "Automatically enable new mods" setting (Settings - Other) (might not be necessary, did it just to be sure) Install mods in one go: FARL 3.1.13, IndustrialRevolution 0.99.5, Multiple Unit Train Co...
- Thu Sep 19, 2019 8:10 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92558
Re: [MOD 0.15] ModuleInserter 2.0.0
ModuleInserter should now unlock if either the steambots or the normal construction bots are researched. Can you please give me a hint where to look for the tech dependency for the quickbar or how to force enable the module inserter ? The shortcut for ModuleInserter must be from another mod? I'm not...
- Tue Sep 17, 2019 7:47 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301904
Re: [MOD 0.15] SmartTrains 2.0.5
how much better is it then vanilla if I don't want to use a lot of circuit mechanics as I'm not good at it ? the refueling part is present in other train control mods and the FAT controller, I believe, manages lines - so why use smarttrains mod ? That said, since I've installed it, I've managed to ...
- Mon Sep 16, 2019 3:04 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301904
Re: [MOD 0.15] SmartTrains 2.0.5
Anything beyond this? What's so special about indicating a station as "refuel station"? Most of the stuff you can't do in vanilla is listed on the mods portal page https://mods.factorio.com/mod/SmartTrains under "Line rules" (most notably: go to a specific station depending on a...
- Mon Sep 16, 2019 5:41 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301904
Re: [MOD 0.15] SmartTrains 2.0.5
Any thoughts on what might cause this? My first thought: What does "use station mapping" mean again? :D (i think i remember now, it doesn't use the number from the schedule but the number you provide in the gui that opens with a train stop right?) In theory the only way for it to go to Co...
- Wed Sep 11, 2019 7:15 pm
- Forum: Modding help
- Topic: Call function based on installed mods outside of events.
- Replies: 7
- Views: 1070
Re: Call function based on installed mods outside of events.
remote should be available in on_load right? So add a (dummy) remote to mod M, if it's there call f() ?
I remember some quirks with remote and on_init (or on_load) but just checking if it's there should be fine
I remember some quirks with remote and on_init (or on_load) but just checking if it's there should be fine
- Mon Sep 09, 2019 7:59 am
- Forum: Modding help
- Topic: Get size of window.
- Replies: 11
- Views: 2656
Re: Get size of window.
Your best bet probably is https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.display_resolution and maybe LuaPlayer.display_scale (iirc it is the interface scale you can adjust in the settings) and then watch for https://lua-api.factorio.com/latest/events.html#on_player_display_resolution_...
- Sat Aug 24, 2019 8:23 pm
- Forum: General discussion
- Topic: Mod Configurations
- Replies: 4
- Views: 1869
Re: Mod Configurations
What's wrong with that: (might not be in the 0.16 version)
leading to:
It's a godsend when getting a bug report with a save with tons of mods, 2 clicks and i can test the save.
leading to:
It's a godsend when getting a bug report with a save with tons of mods, 2 clicks and i can test the save.
- Tue Aug 13, 2019 7:00 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139823
Re: Configuration & usage
It possible to use blueprint in FARL without electric poles? Yes, it still wants an electric pole in the blueprint, but you can turn placement off, once you read the blueprint. Choumiko is working on improvements to the code that'd make it possible, though. Right now, can't use FARL for this. Not j...
- Tue Aug 13, 2019 7:34 am
- Forum: Modding help
- Topic: IDE's and Factorio API
- Replies: 4
- Views: 1526
Re: IDE's and Factorio API
There is an extension for vscode
https://marketplace.visualstudio.com/it ... tocomplete
It's not a real autocomplete most of the time, since it will happily suggest invalid functions (it works for game. ). But i guess that's more due to lua being lua.
https://marketplace.visualstudio.com/it ... tocomplete
It's not a real autocomplete most of the time, since it will happily suggest invalid functions (it works for game. ). But i guess that's more due to lua being lua.
- Mon Aug 12, 2019 8:10 pm
- Forum: Modding discussion
- Topic: Big table and one calculation per tick
- Replies: 14
- Views: 3223
Re: Big table and one calculation per tick
What kind of desync is dependant on array size, and how does "1000" relate to this? https://lua-api.factorio.com/latest/Libraries.html says pairs() guarantees the first 1024 numbered keys to be iterated in order. Doesn't say anything about the 1025th to x ones. Maybe that? But reading eve...
- Sun Aug 11, 2019 5:23 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272480
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Thanks for the report, should be fixed in the latest update.
- Tue Aug 06, 2019 10:26 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 92558
Re: [MOD 0.15] ModuleInserter 2.0.0
Thanks for the report. Should be fixed in the latest update
Oil rig = Pumpjack? Mine has only 2 module slots, so either a typo or you have a mod that increases the slots or ModuleInserter displays it wrong. Could you check which it is?
Oil rig = Pumpjack? Mine has only 2 module slots, so either a typo or you have a mod that increases the slots or ModuleInserter displays it wrong. Could you check which it is?