Search found 93 matches
- 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
- 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 ...
- 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...
- 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...
- 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
- 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'...
- 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...
- 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...
- 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.
- 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...
- 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.
- Thu May 11, 2017 3:46 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
Server log
- 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 ...
- 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
- Mon May 01, 2017 3:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Enhanced Map Colors
- Replies: 31
- Views: 20108
Re: [MOD 0.12.x] Enhanced Map Colors
v1.4.1 https://mods.factorio.com/mods/osldgoth ... /downloads
-works in 0.15.x
-works in 0.15.x
- 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...
- 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...
- 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...
- Sat Dec 17, 2016 6:17 am
- Forum: Modding help
- Topic: custom input fails
- Replies: 5
- Views: 1757
Re: custom input fails
oh cool. I will revisit this when 0.15 comes out. Thanks.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.
- 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...