Search found 77 matches
- Thu Feb 01, 2018 2:50 pm
- Forum: Angels Mods
- Topic: [0.16] Bob plates and bioprocessing
- Replies: 1
- Views: 2263
[0.16] Bob plates and bioprocessing
I had a problem with loading your bioprocessing mod. I found out that in bio-processing-override.lua you check for bobplates and when it is on you change some of your recipe's to incorporate bobplates stuff. It seems that bobingabout has moved some items from one mod to the other since the first wri...
- Thu Jan 18, 2018 3:25 pm
- Forum: Duplicates
- Topic: [0.16.16] Raw resources running out of window
- Replies: 1
- Views: 722
[0.16.16] Raw resources running out of window
I noticed that the 'Total raw' image on the recipes is able to overflow when there are more than 7 resources used. A good example is with using all bobs mods and looking at 'logistic robot mk2' bobs logistic mk2.png In this case you can see that the aluminum plate(last item visible) is already overf...
- Wed Jan 17, 2018 10:16 pm
- Forum: Implemented mod requests
- Topic: no_intermediate flag on recipes
- Replies: 9
- Views: 2999
no_intermediate flag on recipes
I would suggest a flag that can be set on a recipe which prevents it from being used as an intermediate for other recipes. I know that this might seem a bit selfish but I have a mod that adds some recipes with the same raw ingredients as an vanilla item. My item gets used as intermediate for some re...
- Wed Jan 17, 2018 9:49 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 296605
Re: Thank you (Make the dev-team happy today!)
Thank you for the update of the mod portal. I sure hope that you don't intend on putting that update out without letting anyone know about it. I have found the following things to be really nice(after browsing it only for a couple of minutes): - the fact that you can now see what the earliest versio...
- Wed Jan 17, 2018 9:36 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for Mods
- Replies: 1
- Views: 1834
Re: Looking for Mods
I believe that when you search for a mod in the .15 mod portal(start game -> mods) only the mods that work with that version will be listed. Also most mods that have a .16 release already have one or more .15 releases for example https://mods.factorio.com/mod/AmmoBox or https://mods.factorio.com/mod...
- Sat Jan 06, 2018 9:10 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 348822
Re: Friday Facts #224 - Bots versus belts
Bot bases are usually less complex and less interesting to look at, manage and expand. I don't agree with that statement, I once made a save(for lazy bastard achievement) which uses bots to unload my trains. Every time a train got unloaded when I was near it, I wanted to watch the bot go to the act...
- Wed Jan 03, 2018 6:47 pm
- Forum: Not a bug
- Topic: [Twinsen] [16.7] Circuit Network on belts
- Replies: 22
- Views: 5253
Re: [Twinsen] [16.7] Circuit Network on belts
Oh, this Everything vs Anything confusion again. I've added some tooltips to hopefully clarify this subtle difference, since i've moved too many of these bug reports to "not a bug" :) They way Everything/Anything/Null signals/zero signals work either work as intended or are confusing depe...
- Wed Jan 03, 2018 6:31 pm
- Forum: Not a bug
- Topic: [16.12] Train preview when color editing not symbolized when outside radar range
- Replies: 4
- Views: 1664
Re: [0.16.9] Train preview can pierce fog-of-war
I think I know what you mean, wich is a feature added in version 0.13.0 and not actually a bug.
- Wed Jan 03, 2018 6:00 pm
- Forum: Not a bug
- Topic: 0.16.12 Invalid mod changelog shows unclickable button
- Replies: 1
- Views: 740
0.16.12 Invalid mod changelog shows unclickable button
When a mod has a changelog that is invalid(say missing a dash(-)) there is a button for the changelog in the modlist, but it does nothing. It would make sense to display an error or not display the changelog button at all. What did I do 1 Make a valid mod with a valid changelog 2 Remove a dash from ...
- Wed Jan 03, 2018 1:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
- Replies: 4
- Views: 3386
Re: [0.16.11] Mod changelog sub-version "all" doesn't show all
Good to knowchrisgbk wrote:
It's a new feature; mods that include a changelog in the same format as the base game provides get a changelog button in the mods screen.
- Sun Dec 31, 2017 8:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
- Replies: 4
- Views: 3386
Re: [0.16.11] Mod changelog sub-version "all" doesn't show all
Where did you even get that changelog screen?
- Sun Dec 31, 2017 11:38 am
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11321
Re: [MOD 0.15] Quality of Life research
i really dig what this mod adds, early-ish game toolbelts + a bit extra inventory is so great been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade i end up having toolbelts/inventory reset to base...
- Sun Dec 31, 2017 10:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [16.11] Console in tech tree
- Replies: 2
- Views: 1659
[Dominik] [16.11] Console in tech tree
What When you open the tech tree and subsequently open the console, the text input part of the console is visible over the tech tree, but you can not type in it. The log of the console is visible(just) behind the tech tree. I'd say either the input should be put behind the tech tree gui, or the cons...
- Sun Dec 31, 2017 10:37 am
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64273
Implement Foreman's Blueprint flipping
TL;DR The Foreman mod adds the ability to mirror a blueprint, which I think should be a vanilla feature What ? Foreman has added the ability to mirror a blueprint by using a hotkey. I wonder why it is something that has to be added in with a mod, and isn't just vanilla. Foreman isn't yet updated fo...
- Sat Dec 30, 2017 2:39 pm
- Forum: Not a bug
- Topic: [Twinsen] [16.7] Circuit Network on belts
- Replies: 22
- Views: 5253
Re: [Twinsen] [16.7] Circuit Network on belts
As the wiki and any documentation or topic in the forum about this explains, the Everything signal behaves as universal quantification, and therefore Everything is not true when the first non-match is found. NaB. Will not move as this is already assigned. Which means that if Everything is nothing, ...
- Thu Dec 21, 2017 9:36 pm
- Forum: Not a bug
- Topic: [0.16.7 Stacking ghosts with LuaSurface::create_entity
- Replies: 1
- Views: 803
[0.16.7 Stacking ghosts with LuaSurface::create_entity
I am making a mod where I do something with ghost. I noticed that it is possible to stack ghosts on top of eachother using LuaSurface::create_entity in on_built_item(possibly in the other events too). This is a bug in my mod ofcourse but I also think it is a bug in the placing of a ghost. Two(or as ...
- Sat Dec 16, 2017 4:50 pm
- Forum: Modding help
- Topic: 0.16.3 artillery turrent not firering on_chunk_generated
- Replies: 2
- Views: 789
Re: 0.16.3 artillery turrent not firering on_chunk_generated
And I found the problem I had... The directory I was working in had 0.0.6 as version, and down the list there was a zip with 0.0.7 in it
Sorry for wasting your time
I really feel stupid now...
Sorry for wasting your time
I really feel stupid now...
- Sat Dec 16, 2017 11:46 am
- Forum: Modding help
- Topic: 0.16.3 artillery turrent not firering on_chunk_generated
- Replies: 2
- Views: 789
0.16.3 artillery turrent not firering on_chunk_generated
The artillery wagon does not fire the on_chunk_generated event. I had a try of using the wagon as a 'radar' by using the manual targeter on 'black' tiles on the map. While that works splendidly, it does not seem to call on the on_chunk_generated event. What did I do: 1 Add a game.print("hi"...
- Thu Dec 14, 2017 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
- Replies: 15
- Views: 4791
Re: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
What are you using to get into and out of a vehicle then?
- Thu Dec 14, 2017 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Fix startup tips GUI to single height and width
- Replies: 0
- Views: 403
Fix startup tips GUI to single height and width
After the update to 0.16 the startup tips window appeared again after loading a game(not much of a problem) and I noticed that the next button position appears to be moving up and down depending on the tip that is shown. Personally I don't like to be moving my mouse when I have a window with a next ...