Search found 77 matches

by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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.
by Jelmergu
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 ...
by Jelmergu
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

chrisgbk 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.
Good to know
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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, ...
by Jelmergu
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 ...
by Jelmergu
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...
by Jelmergu
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"...
by Jelmergu
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?
by Jelmergu
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 ...

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