Should be fixed in the latest update.
Are you sure you want only half of the lanes with signals? (That's what caused the error, but it should still have read the blueprint fine)
Search found 1352 matches
- Sun Jul 28, 2019 5:17 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 130854
- Fri Jul 26, 2019 8:27 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 301920
Re: [MOD 0.15] SmartTrains 2.0.5
Thanks for the report, should be fixed in the latest version.
Temporary stations are still not supported, so best is to not save them in a line, there might be more errors lurking. Vanilla use of them should be fine now i think.
Temporary stations are still not supported, so best is to not save them in a line, there might be more errors lurking. Vanilla use of them should be fine now i think.
- Fri Jul 19, 2019 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.58]LuaEntityPrototype.collision_box returns 0 size area for rails
- Replies: 3
- Views: 2175
[Rseding91] [0.17.58]LuaEntityPrototype.collision_box returns 0 size area for rails
collision_box doesn't return the expected result when used with straight or curved rails.
To reproduce:
Expected: Actual collision box
To reproduce:
Code: Select all
/c game.print(serpent.line(game.entity_prototypes["straight-rail"].collision_box))
- Sat Jul 13, 2019 3:20 pm
- Forum: Won't implement
- Topic: Let modded rail bounding boxes be larger than vanilla
- Replies: 16
- Views: 5480
Re: Let modded rail bounding boxes be larger than vanilla
A possible solution could be: - add an optional secondary collision box, that only applies for placement checks, leaving the boxes the trains actually use alone - add some parameter to pumps to allow them to connect further away (similar to how inserters have customizable pickup/dropoff points) @Sai...
- Mon Jul 08, 2019 8:22 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.7
Thanks for the report, should be fixed in the latest update. Glad you like it, and congratulations on being the first one to import a blueprint/string! :D Version: 4.1.7 Date: 08. 07. 2019 Changes: - Requests with 0 amount are no longer set in the vanilla gui Bugfixes: - Fixed crash when importing a...
- Fri Jul 05, 2019 6:51 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
I also wasn't able to reproduce the effect I had where it'd turn off autotrash after I turned it on, which annoyed me, because that was definitely reproducible. It then occurred to me that one change I had made since was to turn off "autotrash only in main network", which may be related, ...
- Thu Jul 04, 2019 8:12 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
Remove all requests, full stop. - found the hidden setting, cunningly named "disable requests on death" You mean "Pause requests on death" ? That's on by default (at least it should be) But that makes me wonder even more about the "maybe bug" of autotrash turning off o...
- Thu Jul 04, 2019 8:07 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
I've notice an oddity with AutoTrash that ... I'm not quite sure if it is a bug, or a player-is-dumb issue, or something else getting in and messing stuff up, but anyway: I die. To a train, of course. AutoTrash turns off auto trash on death. I collect my stuff I turn auto trash back on. auto trash ...
- Tue Jul 02, 2019 7:51 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 272489
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Did you try the the command: /fat_fix_character ? That should return you to your original character.
I'll add an update later to fix the cause, must have forgotten that 0.17 also lets you deconstruct trains by robots.
I'll add an update later to fix the cause, must have forgotten that 0.17 also lets you deconstruct trains by robots.
- Mon Jul 01, 2019 4:16 pm
- Forum: Modding help
- Topic: [Answered] How to access other mods' settings in settings.lua? (Not possible)
- Replies: 4
- Views: 1114
Re: How to access other mods' settings in settings.lua?
Just like you change things in the data stage, through data.raw
settings stage is basically data stage, except there are only settings available
Code: Select all
data.raw["bool-setting"]["something_sth"].default_value = false
- Sun Jun 30, 2019 6:13 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
Found the issue. Picker Inventory Tools has 2 settings that change how requests/trash work that interfere with AutoTrash: Screenshot from 2019-06-30 07-52-30.png Disabling the first should fix the issues you are having. You can/should also disable the second one, since AutoTrash already prevents the...
- Sat Jun 29, 2019 9:46 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
In Clip 2 i notice the vanilla logistics gui only having 2 items set at one point, as opposed to the Autotrash gui having o items set. So there is definitely something going on. I can try uploading the save, but I'll have to clean out some non-public mods first and even then, be prepared to download...
- Sat Jun 29, 2019 3:39 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
I tried to set Requests to 200 and Trash to 400 which intuitively would achieve the above, but it doesn't. Works for me: Peek 2019-06-29 17-14.gif In the default configuration it doesn't trash any plates, ever. I can merrily add stacks of plates until I have a few thousand of them and nothing happe...
- Sat Jun 29, 2019 12:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399341
Re: Development and Discussion
The probably easiest/best way is to put the stuff on github, find 1-X modders you know and trust and are willing to communicate with each other, make them collaborators on the mod portal and on github so they can update your mods when needed (and maybe ask a forum moderator to make them moderators o...
- Tue Jun 25, 2019 9:47 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
I occasionally find myself coming back in to save a change after clicking the green tick button, when I had intended this to be "forever", but that is a small concern, and I'm not sure I'd appreciate an "unsaved changes" prompt when I did that in the long term... Not 100% sure i...
- Sun Jun 23, 2019 8:25 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [0.17]AutoTrash 4.1.5
Version: 4.1.5
Date: 23. 06. 2019
Changes:
- Preset textfield only gets cleared when selecting multiple presets
- Select all text when clicking the preset textfield
- Adding AutoTrash to an existing save will import existing request/trash filters
- Sat Jun 22, 2019 8:09 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [MOD 0.17]AutoTrash 4.1.2
Hm yeah, i clear the name (accidentally) a bit too often/soon.
I'll think it would be better to only clear it if you select multiple presets and for all other gui clicks/actions it can stay and clicking inside the textfield will select the complete text so it's quick to delete.
I'll think it would be better to only clear it if you select multiple presets and for all other gui clicks/actions it can stay and clicking inside the textfield will select the complete text so it's quick to delete.
- Thu Jun 20, 2019 6:57 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 63092
Re: [0.12]Ideas, suggestions & discussion
With FARLs current code it's almost impossible to make it work with Realistic Electric Trains (i tried it a few weeks back and eventually had to give up, because it got really ugly..)
But I'm gonna start rewriting FARL from scratch soon and more flexibility is something i will definitely keep in mind.
But I'm gonna start rewriting FARL from scratch soon and more flexibility is something i will definitely keep in mind.
- Wed Jun 19, 2019 5:21 pm
- Forum: Modding interface requests
- Topic: Event for item-request-proxy creation/destruction
- Replies: 5
- Views: 1718
Event for item-request-proxy creation/destruction
Could we get some event when item-request-proxies are created or destroyed? I want to sort modules in a specific order and right now i'd have to: watch for all kind of events that could create one save them in global check every X ticks if they are still valid and if they are check again later etc u...
- Sun Jun 16, 2019 2:36 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 85157
Re: [MOD 0.17]AutoTrash 4.1.2
Version: 4.1.3 Date: 16. 06. 2019 Changes: Added command: /at_import : Imports the vanilla request and trash settings into the mod gui Bugfixes: Fixed error when updating players without a character Should be fixed in the latest update. You seem to have no character attached to your player. If that...