Search found 93 matches

by osldgoth
Tue Apr 17, 2018 8:35 pm
Forum: Ideas and Suggestions
Topic: add actual craft time
Replies: 7
Views: 2448

add actual craft time

When a player opens a machine or furnace, the actual craft time should be shown somewhere. This is after the craft speed and effects are calculated. I know you can mouse over the product and see the base time, but that is not good enough. thx
by osldgoth
Wed Apr 11, 2018 5:09 pm
Forum: Ideas and Suggestions
Topic: Add support for configuring and copy/paste for ghosts / set ghost product / edit schedules
Replies: 32
Views: 6561

copy recipe to ghost buildings

similar to copy/paste recipe from one built assembler to another built assembler allow copy/paste to/from ghost machines. Currently the only way to get a ghost assembler with a preset recipe is by blueprinting an existing assembler of the needed recipe and using that BP to make ghost machines. if I ...
by osldgoth
Fri Apr 06, 2018 3:45 am
Forum: Resolved Problems and Bugs
Topic: [0.16.36] Sprite Path from file not working
Replies: 6
Views: 2595

Re: [0.16.36] Sprite Path from file not working

I too have been trying to use file for a sprite path. I've tried validating the path with gui.is_valid_sprite_path() which returns true for the sprite I try to use but the button is empty. however I am not convinced is_valid_sprite_path() works right. I am trying to use "__core__/graphics/quest...
by osldgoth
Thu Feb 08, 2018 4:21 am
Forum: Not a bug
Topic: [0.16.22] odd click in sound file
Replies: 9
Views: 1891

[0.16.22] odd click in sound file

concerning "__base__/sound/furnace.ogg", the sound file is a fire burning in a furnace - crackling fuel, air being blown in etc. however at seconds 6 and 7 roughly there are a couple clicks that I don't think fits with the furnace theme. for me while my game character stands near several f...
by osldgoth
Fri Dec 15, 2017 4:11 pm
Forum: Modding help
Topic: [0.16.x] set custom gui style
Replies: 2
Views: 1520

Re: [0.16.x] set custom gui style

The style(s) in question did have a named property 'parent', though was set to an invalid name, ending with "_style". removed the _style and it works now. thanks
by osldgoth
Fri Dec 15, 2017 5:44 am
Forum: Modding help
Topic: [0.16.x] set custom gui style
Replies: 2
Views: 1520

[0.16.x] set custom gui style

are we no longer able to set a custom style for gui? I have in my code "data.raw["gui-style"].default.foo = {...}" and the game gives me this error: "error while loading gui-style prototype 'default' (gui-style): Parent style not found: [foo]". what I find odd though I'...
by osldgoth
Wed Jun 07, 2017 11:44 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18436

Re: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance

This is either a bug or I am doing something wrong. In this example, I have 3 high voltage lines from steam engines to some centrifuges. Of the transformers at the centrifuges only one is actually receiving power, the other two are sending it back. the power should no be going back to the steam engi...
by osldgoth
Sat Jun 03, 2017 7:36 am
Forum: Ideas and Suggestions
Topic: Stop Blueprints escaping their Books
Replies: 45
Views: 11931

Re: Stop Blueprints escaping their Books

+1 Scrolling through a book is way slower than opening it and picking the bp. For me, I open the book, find the bp I want, then scroll to it - usually scrolling the wrong way, then either I forget than I'm in the book and just select the bp or close the book and pick it up to use the bp I found. it...
by osldgoth
Wed May 24, 2017 6:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.13] Crash after desync
Replies: 2
Views: 726

[0.15.13] Crash after desync

Typical Florida storm knocked out power for a second or two, caused the internet to cut off, caused player to disconnect. upon rejoin player desynced a couple times, tried to rejoin again but desync continued, server was stopped for restart and the game crashed.
by osldgoth
Fri May 12, 2017 2:12 am
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18436

Re: [MOD][WIP .15] High Voltage 0.0.3 : Energy over distance

Ah, that actually is a transformer error, not a box error. I'll have to look into this. Thank you for all the feedback and the bug report - I look forward to seeing some more screenshots, if you have any :) shift clicked on a big electric pole, to remove the red wire, then mined the transformer > c...
by osldgoth
Thu May 11, 2017 4:59 am
Forum: Resolved Problems and Bugs
Topic: [15.10] Desync loop upon joining game
Replies: 9
Views: 3765

Re: desync loop while joining the game

we restarted the server, didn't have any problems after that.
by osldgoth
Sat May 06, 2017 4:56 pm
Forum: Mods
Topic: [MOD][WIP .15] High Voltage 0.0.7 : Energy over distance
Replies: 46
Views: 18436

Re: [MOD][WIP .15] High Voltage 0.0.1 : Energy distribution

Well it looks interesting, but has a few issues. first, in control.lua the filename on line 6("control.powerBox") doesn't match the file name in /control folder("pwerbox"); second, perhaps I did something wrong?, but every time I moused over a big electric pole the connection to ...
by osldgoth
Wed May 03, 2017 9:55 pm
Forum: Not a bug
Topic: [0.15.6] Incorrect number of effect sources?
Replies: 2
Views: 1207

Re: [0.15.6] Incorrect number of effect sources?

it's the beacons(10 it looks like) + the 4 modules in the assembler
by osldgoth
Mon May 01, 2017 4:50 am
Forum: Not a bug
Topic: [0.15.x] rechart slower than in 0.14.x
Replies: 5
Views: 1504

Re: [0.15.x] rechart slower than in 0.14.x

Would you consider speeding rechart up then? not that my mod will call it very often. with my computer, 7x faster didn't slow the game ticks any (perhaps on less powerful machines it does effect the fps?). 2-3 times faster should be fine. do you have any other options? I could make my own rechart fu...
by osldgoth
Fri Apr 28, 2017 12:25 am
Forum: Not a bug
Topic: [0.15.x] rechart slower than in 0.14.x
Replies: 5
Views: 1504

[0.15.x] rechart slower than in 0.14.x

My EMC mod calls the game.forces.player.rechart() function. In 0.14.x, the function takes about 20 seconds to work, while in 0.15.x it takes 2 minutes 23seconds* to work on the same save(attached). have you devs un-optimized something or is it all the new map overlay stuff that was added that is slo...
by osldgoth
Wed Apr 12, 2017 2:34 am
Forum: Mods
Topic: [MOD 0.12.x] Enhanced Map Colors
Replies: 31
Views: 20108

Re: [MOD 0.12.x] Enhanced Map Colors

v1.4.00 https://mods.factorio.com/mods/osldgoth/Enhanced_Map_Colors -Fixes from 1.3.10 -Removing DyTech belts v1.3.10 -Changed colors for walls, turrets, accumulators, and solar panels as per 0.15. Try out the new colors before 0.15.x is released. :) -Added colors for underground belts and splitters...
by osldgoth
Sat Dec 17, 2016 6:17 am
Forum: Modding help
Topic: custom input fails
Replies: 5
Views: 1757

Re: custom input fails

Rseding91 wrote:It's because there's a previous control (open map) registered with M and it blocks the input from reaching the custom control.

I re-ordered the input registrations for 0.15 so custom inputs always get checked first.
oh cool. I will revisit this when 0.15 comes out. Thanks.
by osldgoth
Wed Dec 07, 2016 12:33 am
Forum: Modding help
Topic: custom input fails
Replies: 5
Views: 1757

Re: custom input fails

data:extend( { { type = "custom-input", name = "EMC-Hotkey", key_sequence = "M", consuming = "script-only" -- 'consuming' -- available options: -- none: default if not defined -- all: if this is the first input to get this key sequence then no other inputs li...

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