Search found 26 matches
- Wed Aug 14, 2019 7:57 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
technology with name 'electric-energy-accumulators-1' does not exist. Plz fix If you'd have bothered to read less than 10 posts in this topic, you'd have seen the issue was reported already. Without an official fix so far, so feel free to correct your files yourself. :P Found a bug. I want to autom...
- Thu Apr 11, 2019 9:56 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
Just reported that a fix is needed. Nothing more, nothing less. Ok, people can fix it alone, but if it's a 2 characters removal it's not too difficult to apply. As used to say, it's a quickfix. And i just added the bit of detail explaining what's the error about and where it started from. This way,...
- Wed Apr 10, 2019 7:34 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 59386
- Wed Apr 10, 2019 7:20 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
About that error... Failed to load mods: Error in assignID, tecnology with name 'electric-energy-accumulator-1' does not exist. From the Version 0.17.23 changelog: Modding ... Renamed "electric-energy-accumulators-1" to "electric-energy-accumulators".
- Sun Apr 07, 2019 12:43 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 59386
Re: Friday Facts #289 - Character GUI
A) just display the crafting menu with the different tabs again and set the min/max numbers there. This way the player does not have to manually manage the slots. He is already familiar with the Crafting layout, thus he knows where which item is. How do you say that you want to have zero wood in yo...
- Sat Apr 06, 2019 1:24 pm
- Forum: Pending
- Topic: [somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
- Replies: 3
- Views: 1412
Re: [somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
Huh, looking over all of these again, i noticed something unexpected: the "3 GB of VRAM" now seems to be in the tooltip about "sprite resolution: high" and not about "full color depth"... Not really sure if i misremembered these when i posted here or if you maybe change...
- Sat Apr 06, 2019 9:50 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 59386
Re: Friday Facts #289 - Character GUI
Finally, we *need* the ability to toggle on and off stuff: exoskeletons, logistics requests (turn off automatically if the player dies; this pretty much requires ephemeral requests since you might want to order new armor but not get a load of other crap), belt immunity (for walking on belts and get...
- Sat Apr 06, 2019 9:08 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.24] Tooltip too small horizontally
- Replies: 1
- Views: 1913
[kovarex] [0.17.24] Tooltip too small horizontally
Just created a deconstruction planner for a bunch of specific items, and was using the preview to prepare storage chests for each of the items, when i noticed not all of them are showing up: deconstruction planner tooltip (75%).png Also, one item is shown outside the bounds, but that doesn't really ...
- Sun Mar 31, 2019 4:44 pm
- Forum: Show your Creations
- Topic: Introducing Lonebook 0.17.2
- Replies: 3
- Views: 6237
Re: Introducing Lonebook 0.17.2
And changing the topic a bit... Not yet released, Vol 3 will include a series of late-game 2-4-2 train modules [...] Hm, i've tested the Train Station blueprint now, and am not sure about one thing... The Coal+Oil side of the stations seem to be for a LHS network, while the Stone side seems to be f...
- Sun Mar 31, 2019 1:47 pm
- Forum: Show your Creations
- Topic: Introducing Lonebook 0.17.2
- Replies: 3
- Views: 6237
Re: Introducing Lonebook 0.17.2
Today I'm publishing the first public version of a project months in the making. [...] The book is ready for 0.17 [...] Thank you for the effort you have obviously put into making these... However, while it might have been ready for 0.17.2 (*), some of the recipes have changed since then, and some ...
- Sun Mar 31, 2019 8:53 am
- Forum: Implemented Suggestions
- Topic: Please have more logistics slots
- Replies: 14
- Views: 3365
- Sat Mar 30, 2019 10:07 am
- Forum: Ideas and Suggestions
- Topic: Status tooltip for ghost entities
- Replies: 1
- Views: 908
Re: Status tooltip for ghost entities
"Worker en route [n] tiles away" Also, "Worker sidetracked to recharge, [n] tiles away" ;) PS Just in case i wasn't clear, i wholeheartedly support this suggestion. I think it would provide a great benefit by explaining what's going on... There were countless times i kept wonder...
- Sat Mar 30, 2019 10:04 am
- Forum: Implemented Suggestions
- Topic: Please have more logistics slots
- Replies: 14
- Views: 3365
Re: Please have more logistics slots
I have to remove items to add other ones, then later do the opposite, and this takes time every time I do it. I've been there too. Maybe even request "pages" (like how the hotbars are now) could help, so that we can save requested configurations, and change between them much more easily t...
- Thu Mar 28, 2019 9:07 am
- Forum: Pending
- Topic: [somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
- Replies: 3
- Views: 1412
Re: [somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
Oh, i thought some config settings defaults might have been pushed as part of one of the recent patches... Because i couldn't think of any other reason why the load time changed since the week-end. But i do seem to have the game run on the integrated GPU, i only see "Available displays: 1"...
- Thu Mar 28, 2019 8:51 am
- Forum: Ideas and Suggestions
- Topic: Could you please stop gating access to the main menu on having the sprites loaded?
- Replies: 1
- Views: 1153
Could you please stop gating access to the main menu on having the sprites loaded?
TL;DR Loading sprites seems to already be multi-threaded... Can the threads be kept in the background, to stop having the Main Menu inaccessible before that task finishes? What ? Going through the whole graphics defaults issue made me (yet again) long for such a feature... Basically: is there any r...
- Thu Mar 28, 2019 7:28 am
- Forum: Pending
- Topic: [somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
- Replies: 3
- Views: 1412
[somewhere between 0.17.1x and 0.17.21] Have graphics defaults changed?!
I have been on the experimental branch for a few weeks, and while i felt my sub-par machine struggling, it has completely keeled over yesterday. Took me 45+ minutes to almost start the game (was at 94%) before i gave up and ended process; loading the textures was about 25m, according to the log... A...
- Mon Feb 11, 2019 9:00 am
- Forum: Mods
- Topic: [MOD 0.16.x]Recipe Output
- Replies: 3
- Views: 1978
Re: [MOD 0.16.x]Recipe Output
Sorry to be a bit of a pest, but could you give some hints about that "script-output folder" that recipedump.txt is supposed to be available from?
- Fri Feb 01, 2019 6:37 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
??? of course not. I made this mod to be played standalone, or in a party. The challenge is just an idea on top of the mod. But you have to build the first trading chests using a few basic materials that you have to collect. That's the usual way Factorio works... Ah, there's a tech that allows me t...
- Sun Jan 27, 2019 10:21 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
Oh... The mod cannot be played standalone, it's just for the challenge?! That should've been made clear in the mod description IMO. :-\
Thanks Sullipau for clearing this up.
Thanks Sullipau for clearing this up.
- Sun Jan 20, 2019 4:55 pm
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 207615
Re: [MOD 0.13] Black Market (sell and buy on the market)
Hello y'all... I've seen this mod in action and thought i would try it myself, but can't seem to find the way to kick-start things... Because after i start a game i have 0 uCoins, and the buy/sell chests seem to cost about 10k each. Would you happen to know what i'm doing wrong?