Search found 46 matches
- Fri Jan 05, 2024 4:43 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 25078
Re: Friday Facts #392 - Parametrised blueprints
Kinda feels like a solution looking for a problem really. *Having one specific blueprint for each item, which sounds like a nightmare. Hence BP Books... and designing different builds is fun. *This is nice, but whenever I build the blueprint I need to re-configure all the filtered inserters for the ...
- Fri Sep 29, 2023 2:36 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 79437
Re: Friday Facts #378 - Trains on another level
YES, YES, YES, A thousand times YES. I'm not crying, you're crying. :P Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails. Especially t...
- Fri Sep 15, 2023 12:07 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 364
- Views: 57718
Re: Friday Facts #376 - Research and Technology
Happy to see all of this coming to 2.0 (and not 1.1)
I like the game (1.1) the way it is and will enjoy it, probably, for at least another 10 years.
Probably going to skip on 2.0 though.
I like the game (1.1) the way it is and will enjoy it, probably, for at least another 10 years.
Probably going to skip on 2.0 though.
- Fri Sep 01, 2023 1:09 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 206
- Views: 43237
Re: Friday Facts #374 - Smarter robots
Hi cool update,
2 questions:
1: will this update also come to F1.1?
2: will this also address the queing issue where robots basically do nothing for an extended period of time if the build queue is extremely large (ghosted items) and some items are not available?
kind regards,
Diablo
2 questions:
1: will this update also come to F1.1?
2: will this also address the queing issue where robots basically do nothing for an extended period of time if the build queue is extremely large (ghosted items) and some items are not available?
kind regards,
Diablo
- Fri Jan 15, 2021 3:09 pm
- Forum: Duplicates
- Topic: [1.1.11] Can no longer drag/build ghosts entities
- Replies: 2
- Views: 884
- Fri Jan 15, 2021 2:37 pm
- Forum: Duplicates
- Topic: [1.1.11] Can no longer drag/build ghosts entities
- Replies: 2
- Views: 884
[1.1.11] Can no longer drag/build ghosts entities
Hi,
With the new patch I am no longer able to place or drag ghost entities outside of my immediate build area.
Example: https://www.youtube.com/watch?v=vaYOwym ... nel=Diablo
Regards,
With the new patch I am no longer able to place or drag ghost entities outside of my immediate build area.
Example: https://www.youtube.com/watch?v=vaYOwym ... nel=Diablo
Regards,
- Fri Jan 15, 2021 11:34 am
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 21
- Views: 15997
Re: Last hope: blueprint library recovery from save file. (v1.1.9+)
I just wanted to say here again, thank you so much for helping me out with this.
It means more then I can express here.
THANK YOU!
It means more then I can express here.
THANK YOU!
- Fri Jan 08, 2021 4:11 pm
- Forum: Technical Help
- Topic: Lost blueprints after version rollback
- Replies: 18
- Views: 6487
Lost blueprints after version rollback
I have just had a horrifying realisation... With this new update being broken, I reverted back to 1.1.6 to hopefully be able to finish a months long project... But all my BP's have been erased. ALLL OFF THEM!!!!!!!!! Hundreds of hours of work just.... gone. The series I was doing on YT for over a ye...
- Fri Jan 08, 2021 3:43 pm
- Forum: Releases
- Topic: Version 1.1.8
- Replies: 26
- Views: 23634
Re: Version 1.1.8
So this update (or 0.17) seems to have broken the game a little. :( Love the new features like the train overview etc but i noticed the following: * When dragging power poles, sometimes, they ignore the "only place on ghosts that are already there or at maximum distance" and just place pow...
- Wed Dec 02, 2020 11:12 am
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 4279
Re: Looking for a lua way to delete all nuclear scorch marks
TYKoub wrote: βMon Nov 30, 2020 8:08 pmTook the liberty to do it myself, as I walked by.eradicator wrote: βMon Nov 30, 2020 6:38 pm[Edit: Also on second thought it's probably better if you remove the code-quote from your post so in the unlikely case that i need to "bugfix" my original post yours doesn't continue to show the old code.]
- Mon Nov 30, 2020 5:03 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 4279
Re: Looking for a lua way to delete all nuclear scorch marks
Thank you, this worked perfectly.
If I could upvote I would, again Thank you.
- Sun Nov 29, 2020 10:14 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 4279
Re: Looking for a lua way to delete all nuclear scorch marks
/c for i, surface in pairs (game.surfaces) do local entities = surface.find_entities_filtered{name="huge-scorchmark"} for j, entity in pairs (entities) do entity.destroy() end end Thanks for the fast responds, awesome! Unless I missed something, this, unfortunately, didn't work. I copied ...
- Sun Nov 29, 2020 10:11 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 4279
- Sun Nov 29, 2020 10:02 pm
- Forum: Technical Help
- Topic: Large blueprint dat file mean super slow loading times
- Replies: 4
- Views: 1278
Large blueprint dat file mean super slow loading times
Hi, I was having an issue with everything loading in extremely slowly (loading maps) even when all mods etc had been turned off. I went looking for a rout cause and started by doing a clean install, after which everything was super fast again. I started by checking the settings to see if I broke som...
- Sun Nov 29, 2020 9:28 pm
- Forum: Gameplay Help
- Topic: Looking for a lua way to delete all nuclear scorch marks
- Replies: 11
- Views: 4279
Looking for a lua way to delete all nuclear scorch marks
Hi, Like the title says, i'm Looking for a lua way to delete all nuclear scorch marks. I have had the need to clear out large specific sections of forests and the nuclear bomb was the best way to do this. I know there is a way to remove trees via lua but I really didn't want to rely on lua to play t...
- Fri Jun 12, 2020 6:55 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74166
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I have to be honest and say it looks more cluttered to me and less nice. It also looks less "impressive" then the originals. As someone else said, it looks like the biters destroyed them. (especially zoomed out, like you mentioned these will be viewed as most frequently) I think there was ...
- Sat Apr 04, 2020 11:53 pm
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 15675
Re: Friday Facts #341 - Audio, Artillery, Attenuation
Thank you.And our old robot sounds have come back as additions.
- Sun Mar 22, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90627
Re: Friday Facts #339 - Beacon HR + Redesign process
Thanks for the update. I have to say I really do not like the redesign. If it has to be redesigned (and I really don't see why) then I will say I like the first iteration much better. Just lose the red colour and the giant yellow eye thingy. should be nicer then. The reason the current beacon works ...
- Fri Feb 28, 2020 3:36 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 21958
Re: Friday Facts #336 - Offshore pump redesign
I would be very , very, very, VERY interested in that time lapse mod please. Did I say very yet. just in case... VERY. I have a lot of save games and the previous time lapse mod does not work anymore and an automated one would make my life.....unimaginably more easy. Hope you get to finish and relea...
- Mon Jan 27, 2020 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Automatically switch from ghost to real item (in hand) when one becomes available
- Replies: 5
- Views: 2743
0.18 update item in hand when item becomes available.
TL;DR Update the item (count) in hand when the item becomes available when non were available before. (ghosting) What ? I would like to see the functionality return that when I have no more of a certain item and I am working with the ghost of that item, (not holding shift) if I then start to handcr...