Search found 133 matches
- 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.
- 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.
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.
- Fri Aug 14, 2020 3:08 pm
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 100387
- 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...
- Fri Aug 14, 2020 11:12 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 106296
- 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...
- 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?
- 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
Awesome!Bilka wrote: βFri Jun 26, 2020 2:41 pmYou can find the stable versions of previous releases on https://factorio.com/download/archive.someone1337 wrote: βFri Jun 26, 2020 2:35 pmPlz re-compile (dont forget linux!) and re-release the old versions of the game!
- 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!
- 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...
- 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!
- Wed Jun 10, 2020 4:03 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 28350
Re: Version 0.18.31
Easily the best change ever.FactorioBot wrote: βWed Jun 10, 2020 11:01 amModding
- Mods can now be loaded from directories with the name of the mod but no version number.
You meant the crops watering system?
- 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...
- 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
- 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. :( ...
- 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...
- 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...
- 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...
- Tue May 12, 2020 11:44 pm
- Forum: Releases
- Topic: Version 0.18.24
- Replies: 39
- Views: 21052
Re: Version 0.18.24
ALL BUGS BE GONE!
To be learned: never ever update the first few hours after a release - this holds for EVERY software everywhere.
- 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!