Search found 607 matches
- Thu Apr 04, 2019 9:07 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 24293
Re: Version 0.17.25
In the bug report thread, Angel themselves explained why it breaks one of their mechanics, and the dev offered to remove the check for duplicate products in the next release. So you just have to wait this one out. I think the check for ingredients was a useful change, so chalk it up to growing pains.
- Thu Apr 04, 2019 8:57 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 24293
Re: Version 0.17.25
Huh, I thought the only issue was with duplicate ingredients, and duplicate products shouldn't be an issue. Guess they went all in.
- Thu Apr 04, 2019 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14452
Re: [0.17.14] Recipes with more than one instance of the same ingredient
Yeah, the only way this should matter is if a mod is modifying recipes to add ingredients. There is no reason not to require them to search and consolidate with existing ingredients entries when they do it, since it's always during game loading and won't impact gameplay performance.
- Tue Apr 02, 2019 2:41 am
- Forum: Not a bug
- Topic: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
- Replies: 7
- Views: 3181
Re: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
I too find it annoying when I'm trying to ghost-place a long concrete road and my robots place my one stack before I get anywhere near enough ghosts on the ground. Now that the "disable roboport" button is in the toolbar, I just disable my personal robots while I'm blueprinting stuff for t...
- Mon Apr 01, 2019 4:22 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 38676
Re: Version 0.17.23
Some were done within minutes, most of the big ones were done within hours.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
- Mon Apr 01, 2019 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Personal roboport tech tree names
- Replies: 2
- Views: 2005
Re: [0.17.23] Personal roboport tech tree names
I just ran into this and it threw me for a loop until I saw the icon colors were slightly different!
- Sun Mar 31, 2019 2:18 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50962
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Looks like this code was posted on the Mod Portal as Vehicle Wagon 2 by Artanis_Mattias, is that you julius1701? There are some major bugs left that I'd like to help sort out, since the mod's operation is very similar to my Multiple Unit Train Control mod. But where should we host the source and whe...
- Sat Mar 30, 2019 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
- Replies: 4
- Views: 4148
[kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
I have seen this on the in-game pages for "Bob's Logistics", "LTN - Logistic Train Network" and "Train & Fuel Overhaul". It looks like the scroll bar and "Delete Mod" button get cut off on the right. These both look normal for other mods. For example: mod_...
- Sat Mar 30, 2019 3:22 am
- Forum: Modding help
- Topic: dynamic localized names
- Replies: 4
- Views: 1652
Re: dynamic localized names
I was searching for info on manipulating other mods locale strings myself, and came across this gem of a thread. Apparently, there are many places the game can get the localised name of an item, and item-name.blah is not guaranteed to exist. https://forums.factorio.com/viewtopic.php?f=28&t=62107...
- Thu Mar 28, 2019 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 3017
Re: Rail Research Re-Work
I like the idea of including Train Stops with the first trains research, and separating rail and chain signals. If there is anything that should be tiered for the same of new player confusion, it is those two. It seems like most people either ignore chain signals at first, or use them interchangeabl...
- Thu Mar 28, 2019 5:03 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 941
Re: How to find item_request_proxy targeting an entity?
Thank you, this is just what I need! I was hoping there was a simpler way than searching every time (seems like a hole in the API), but using find_filtered_entities makes it pretty clean.
- Thu Mar 28, 2019 4:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 941
Re: How to find item_request_proxy targeting an entity?
I thought that was the answer too, but it appears not. Entity.item_requests is a property of the ghost and item_request_proxy entites, but not built entities. The game crashes if you try to access it on the locomotive itself after it has been revived from a ghost even if it was valid on the ghost.
- Thu Mar 28, 2019 2:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 941
How to find item_request_proxy targeting an entity?
I have question about item_request_proxy entities, specifically the following scenario: 1. Player creates a blueprint with locomotive containing fuel item stacks. 2. Player places the blueprint, creating locomotive ghost with item_request property. 3. Construction bot places locomotive, creating loc...
- Thu Mar 28, 2019 1:10 am
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 23
- Views: 9203
Re: Temporary Stations = Manual train mode
What if the train returned to manual mode only if it was manual before you set the temporary stop? is exactly what Zavian suggested above! Maybe the best solution is a compromise. If the train is in manual mode when you control-click to create a temp station, then the train temporarily switches to ...
- Thu Mar 28, 2019 1:06 am
- Forum: Ideas and Suggestions
- Topic: [0.17.21] Copy and Paste does not seem to work logically
- Replies: 2
- Views: 1469
Re: [0.17.21] Copy and Paste does not seem to work logically
Here's my vote for a shift-click settings clipboard. It would also be super helpful for times when you deconstruct the source entity before pasting, like if you were rearranging combinators and deconstructed one before placing it back (or did so by accident). Copy/paste/undo certainly help, but shif...
- Wed Mar 27, 2019 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Stations = Manual train mode
- Replies: 23
- Views: 9203
Re: Temporary Stations = Manual train mode
You mean make the *default* wait condition at temporary stations configurable? That would be nice but I don't know where in the GUI it would go. The compromise sounds much more feasible and intuitive. Fun thing though, you can change the temporary conditions all you want, even queue multiple tempora...
- Wed Mar 27, 2019 4:10 pm
- Forum: Modding help
- Topic: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help? (Solved)
- Replies: 5
- Views: 1713
Re: Sorry I'm sure this has been asked but didn't see it. Does unzippign the mods help?
2) it definitely won't run differently in game, since once it finishes loading all the big files are in memory, and once you start the game so are all the little files too. 1) Haven't compared loading speed, but I can't imagine it making much difference. PNG graphics don't really compress much in a ...
- Sat Mar 23, 2019 3:03 pm
- Forum: Mods
- Topic: [MOD 0.17] Multiple Unit Train Control
- Replies: 5
- Views: 3038
Re: [MOD 0.17] Multiple Unit Train Control
I made a rail yard as a stress test for Automatic Coupling System and Multiple Unit Train Control!
https://youtu.be/BIac31j_snU
https://youtu.be/BIac31j_snU
- Fri Mar 22, 2019 9:11 pm
- Forum: Railway Setups
- Topic: [modded] rail yard with "real shunting action!"
- Replies: 2
- Views: 2789
Re: [modded] rail yard with "real shunting action!"
This is pretty great! How did you do the schedules for the yard engines? Is there a different engine to do pick up and drop off at the unloading station, or are they both in the same schedule?
Now I have to stop procrastinating and post a video of the classification yard I've been working on.
Now I have to stop procrastinating and post a video of the classification yard I've been working on.
- Tue Mar 19, 2019 1:44 am
- Forum: Duplicates
- Topic: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
- Replies: 8
- Views: 2999
Re: [0.17.15] Inserters fail to unload when assembler straddles/abuts coordinate axes
AFAIK, multiple inserters unloading one assembler have never had any defined behavior other than an arbitrary deterministic one. They don't round robin at all, and the only way to make sure they all get some is by balancing the demand to the production. It's interesting that you exposed some of how ...