Search found 133 matches

by someone1337
Mon Aug 24, 2020 9:04 pm
Forum: Pending
Topic: Spidertron repair bug
Replies: 4
Views: 2795

Re: Spidertron repair bug

The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
by someone1337
Fri Aug 14, 2020 3:20 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 105541

Re: Friday Facts #359 - Crash site: The beginning

yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...

This would still solve the problem in a nicer way that the current dual-field solution. :)
by someone1337
Fri Aug 14, 2020 3:08 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 100387

Re: Version 1.0.0

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 14, 2020 12:16 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 105541

Re: Friday Facts #359 - Crash site: The beginning

@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-depen...
by someone1337
Fri Aug 14, 2020 11:12 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 106296

Re: Friday Facts #360 - 1.0 is here!

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 07, 2020 11:05 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 105541

Re: Friday Facts #359 - Crash site: The beginning

:thumbsup: for the crash site in freeplay! @mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes tha...
by someone1337
Fri Jul 24, 2020 11:45 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45559

Re: Friday Facts #357 - Nuke

Can I use nukes as landfill now? :)
by someone1337
Fri Jun 26, 2020 10:15 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 20283

Re: Friday Facts #353 - Trailer update

Bilka wrote: ↑
Fri Jun 26, 2020 2:41 pm
someone1337 wrote: ↑
Fri Jun 26, 2020 2:35 pm
Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
You can find the stable versions of previous releases on https://factorio.com/download/archive.
Awesome!
by someone1337
Fri Jun 26, 2020 2:35 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 20283

Re: Friday Facts #353 - Trailer update

Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
by someone1337
Wed Jun 17, 2020 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.32] Saving to a zip file overwrites the last selected save file.
Replies: 2
Views: 3158

Re: [0.17.31] Saving to a zip file overwrites the last selected save file.

There seems to be another issue: Double-clicking on the list where its not covered by a save-file-name will perform the save or load action without any additional confirmations to the last selected filename. So when you select a savefile to be overwritten, then double-click on the list-pane, it will...
by someone1337
Fri Jun 12, 2020 1:11 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 74850

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new lightning tower is still nice!
by someone1337
Wed Jun 10, 2020 4:03 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 28350

Re: Version 0.18.31

FactorioBot wrote: ↑
Wed Jun 10, 2020 11:01 am
Modding
  • Mods can now be loaded from directories with the name of the mod but no version number.
Easily the best change ever.
SuperSandro2000 wrote: ↑
Wed Jun 10, 2020 2:51 pm
#bringBackTheOldDrill
You meant the crops watering system?
by someone1337
Fri May 29, 2020 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.28] Redundand interface text
Replies: 1
Views: 1710

[0.18.28] Redundand interface text

The text "logistic requests" is redundand and just bloats the interface, making you lose one possible request-row. PS: Also personally I dislike the new not-tabbed, but still tabbed chest inventory look. It feels unclean. Therefore Iwould suggest to move the tabs to the right top part of t...
by someone1337
Wed May 27, 2020 1:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers
Replies: 3
Views: 2329

Re: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers

Twinsen wrote: ↑
Wed May 27, 2020 12:19 pm
Fixed in Version: 0.18.28. Let me know if you find other similar issues after the fix.

Thanks for the report.
Is it also fixed for infinity chests?

I just posted it here: viewtopic.php?f=3&p=495888#p495888
by someone1337
Wed May 27, 2020 1:06 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 32189

Re: Version 0.18.27

Gui Logistic chests have a different layout. This seems to have broken my mod https://mods.factorio.com/mod/some-infinitychest (and https://mods.factorio.com/mod/Warehousing too) as the logistic and infinity filters are now at an unreachable position and its not possible to scroll down to them. :( ...
by someone1337
Fri May 22, 2020 7:30 am
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 25497

Re: Version 0.18.26

Changes Disallowed saving over autosave files or making saves that begin with '_autosave'. Oh come on. I sometimes use autosaves to save something temporarily without any intent to keep it for longer. What about an option in the pause menu that performs an autosave immediately? There is a hidden co...
by someone1337
Tue May 19, 2020 3:49 pm
Forum: Modding help
Topic: Custom stack inserter stack sizes?
Replies: 2
Views: 653

Re: Custom stack inserter stack sizes?

Looking at the vanilla game files, it seems the two bonuses groups "stack-inserter-capacity-bonus" and "inserter-stack-size-bonus" are hardcoded. Thats what I did. I hoped that I overlooked some setting that sets the initial stack size, as I dont really care about a researchable...
by someone1337
Fri May 15, 2020 9:09 pm
Forum: Modding help
Topic: Custom stack inserter stack sizes?
Replies: 2
Views: 653

Custom stack inserter stack sizes?

Is there a way to create a stack inserter that can move bigger stack sizes? The idea is to create a train (un)loading stack-inserter that can move up to 255, 250 or 200 items at once... So far I have only seen ways to increase the stack sizes for all inserters or stack inserters, but not for a singl...
by someone1337
Tue May 12, 2020 11:44 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 21052

Re: Version 0.18.24

FactorioBot wrote: ↑
Tue May 12, 2020 1:42 pm
Bugfixes
  • Fixed version 0.18.23
ALL BUGS BE GONE!
vdreams wrote: ↑
Tue May 12, 2020 6:17 pm
Update from 0.18.23 to 0.18.24 not work. Thanks for redownload. :/
To be learned: never ever update the first few hours after a release - this holds for EVERY software everywhere.
by someone1337
Fri May 08, 2020 4:00 pm
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 20753

Re: Friday Facts #346 - He who does nothing, breaks nothing

Add the czech sentence to the text!

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