Search found 197 matches

by dgw
Sat Mar 02, 2019 12:02 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 272934

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

With the GUI overhaul, a bunch of the mod UI is probably broken from using and/or extending styles that were edited or deleted. I'd expect that, actually, now that I think about it. I guess the info.json trick won't help this mod… but this post regarding F.A.R.L. is encouraging. It means Choumiko is...
by dgw
Fri Mar 01, 2019 5:25 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Crash on clicking fluid wagon entity in map editor
Replies: 2
Views: 1994

[0.17.3] Crash on clicking fluid wagon entity in map editor

Ubuntu 18.04.2, running Factorio 0.17.3 Steam build I accidentally clicked a fluid wagon while designing a layout in the map editor mode. Factorio crashed. My most recent autosave (attached) should start in the correct state to reproduce this. All that should be needed is to click one of the fluid w...
by dgw
Thu Feb 28, 2019 1:30 am
Forum: Technical Help
Topic: [0.17] How to show mod thumbnail ingame? [Solved]
Replies: 4
Views: 965

Re: [0.17] How to show mod thumbnail ingame? [Solved]

Thumbnail loading from zipped mods confirmed working on my end in Factorio 0.17.2 (I skipped .1 because of the updater crashes).

Thanks, devs!
by dgw
Wed Feb 27, 2019 11:57 pm
Forum: Modding discussion
Topic: Automated testing against new game versions?
Replies: 14
Views: 3381

Re: Automated testing against new game versions?

If we could run CI/CD on mods, though, it almost wouldn't matter if the game uses semver or not. (I say "almost", because there will always be cases where test coverage misses something.)
by dgw
Wed Feb 27, 2019 11:43 pm
Forum: Implemented mod requests
Topic: Allow custom robot docking point for logistic-container entities
Replies: 2
Views: 1145

Allow custom robot docking point for logistic-container entities

The new logistic chest design used in 0.17 has a port on top that animates open when a robot accesses the chest. Roboports have a port on top that robots enter and leave through (presumably its position relative to the entity center is given by the stationing_offset property). Designing custom logis...
by dgw
Wed Feb 27, 2019 10:54 am
Forum: Modding discussion
Topic: Automated testing against new game versions?
Replies: 14
Views: 3381

Re: Automated testing against new game versions?

Semantic versioning = https://semver.org/ (explains it quite thoroughly)

But this subject doesn't really have to do with testing per se…
by dgw
Wed Feb 27, 2019 2:57 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 272934

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

Man, chill, it's been less than 10 hours since 0.17 dropped.

Try editing info.json yourself in the meantime.
by dgw
Wed Feb 27, 2019 12:19 am
Forum: Resolved Problems and Bugs
Topic: [0.17] [linux] Update to 0.17.1 std::bad_alloc
Replies: 9
Views: 4673

Re: [0.17] [linux] Update to 0.17.1 std::bad_alloc

Ubuntu 18.04 crashed twice in a row after clicking the "Update now" button in 0.17.0. The GUI freezes with the "Update now" button highlighted/pressed, then the "Unexpected error" dialog appears. The GUI does not make it to the "Downloading" state. I don't see...
by dgw
Tue Feb 26, 2019 11:33 pm
Forum: Technical Help
Topic: [0.17] How to show mod thumbnail ingame? [Solved]
Replies: 4
Views: 965

Re: [0.17] How to show mod thumbnail ingame?

Same here. Updated Warehousing for 0.17 and added a thumbnail.png file at the root, just like in the base mod, but the in-game mod browser just says "Missing thumbnail". The thumbnail displays properly on the Mod Portal and when selecting the mod in search results in-game (loaded from the ...
by dgw
Mon Feb 18, 2019 8:36 pm
Forum: Modding discussion
Topic: Automated testing against new game versions?
Replies: 14
Views: 3381

Re: Automated testing against new game versions?

I was just thinking about this, too. The other projects for which I am the primary maintainer have tests set up with Travis-CI, etc. to validate changes. Test coverage isn't always complete, but what's there is very helpful for catching issues in feature branches & pull requests before they get ...
by dgw
Wed Dec 05, 2018 12:37 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323114

Re: [MOD 0.16] Orbital Ion Cannon 1.6.3

Been a while since I poked at the settings for this mod, but by default it doesn't auto-target anything in the "always revealed" area around a radar. There's a setting to change that, if memory serves.
by dgw
Fri Oct 26, 2018 8:50 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229978

Re: [MOD 0.16] Warehousing v0.1.2

i don't know if it's new or what but assemblers can build all the warehouse logistic items except yellow (storage) iccor56 https://imgur.com/a/OrQJe I haven't seen this problem before, i'm going to ask dgw for comments .. might also be another mod that's interfering here ... but i'm not sure Storag...
by dgw
Mon Aug 20, 2018 1:04 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 229978

Re: [MOD 0.16] Warehousing v0.1.2

Warehouses are circuit-connectable, and you can set requests that way using whatever conditions your combinators calculate. "Disabling" a logistic chest (warehouses are just big chests) is not a trivial thing. I'm not sure it's even possible with Factorio's current modding API. Equipment t...
by dgw
Tue Jul 17, 2018 5:55 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 52
Views: 20313

Re: [One Line Suggestions]

Searches can now be filtered by version. No 0.17 category tag? There's already a mod that would need that :P On this topic, I'm not sure the version filter is working correctly. No results are returned for https://mods.factorio.com/query/warehousing?version=0.16, though there are multiple versions ...
by dgw
Tue Jul 17, 2018 5:32 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 52
Views: 20313

Re: [One Line Suggestions]

Done: The gallery now only shows up if two or more pictures are present. I might separate the thumbnail completely in the future. Threads can now be locked or trashed. Searches can now be filtered by version. Dependency names now show up in full. I am unreasonably excited that this happened so quic...
by dgw
Mon Jul 09, 2018 6:54 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 56212

Re: Friday Facts #250 - Dead end conclusion

Disabling mod portal discussions is perhaps the smallest yet most useful addition to the mod portal. Even with an Announcement post on top that I don't check these discussions ppl would keep posting there and get angry for being ignored. Next could be to allow us properly moderating discussions wit...
by dgw
Fri Jul 06, 2018 10:49 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 56212

Re: Friday Facts #250 - Dead end conclusion

I like proposal Zero quite a bit. I have one more request: can we have a button or an option to sort the blueprints alphabetically? They're already sorted alphabetically, books first, then standalone prints. Unless that goes away in Proposal Zero. Inventories can be auto-sorted as well, so the spec...
by dgw
Fri Jun 22, 2018 12:42 pm
Forum: Technical Help
Topic: 16.51 Crashes after 15 sec
Replies: 3
Views: 1114

Re: 16.51 Crashes after 15 sec

Did updating MSI Afterburner & RivaTuner help?

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