Search found 1315 matches

by Choumiko
Mon Sep 21, 2020 8:38 am
Forum: Bug Reports
Topic: [1.0.0]Missing instruction tooltip in quickbar for selection tool
Replies: 0
Views: 29

[1.0.0]Missing instruction tooltip in quickbar for selection tool

Having a selection tool with the "mod-openable" flag in your quickbar doesn't show the "Right-click" to open tooltip (like the deconstruction planner) tt_bug.png It shows up in the inventory though: Screenshot from 2020-09-21 10-31-27.png Item definition: { type = "selection-tool", name = "module-in...
by Choumiko
Wed Apr 15, 2020 8:21 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 308
Views: 61641

Re: [0.12] Bugs, crashes & other issues

I think so yes. But i also think i might have a few lines of code that should try to eliminate rails if they are connected to another rail that has a signal?
Not sure anymore, except that if you use only 1 piece of rail per lane everything should always work.
by Choumiko
Wed Apr 15, 2020 7:53 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 51716

Re: [0.17]AutoTrash 4.1.5

Hmm, yeah. That's kind of a bug, but then again not, since the feature to export to BP is/was mainly for debugging the export feature :D The created blueprint uses the combinators positions to determine whether something is a request or trash config. Saving the blueprint manually messes with those p...
by Choumiko
Thu Mar 12, 2020 9:06 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 51716

Re: [0.17]AutoTrash 4.1.5

That scrollbar is added by Factorio if mod guis get to tall. (Reason was that buttons at the bottom weren't clickable anymore: https://forums.factorio.com/viewtopic.php?f=11&t=67799) I get the same result if i open 2 mod guis at the same time(e.g. AutoTrash and FatController), with Rows before scrol...
by Choumiko
Fri Mar 06, 2020 11:56 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 308
Views: 61641

Re: [0.12] Bugs, crashes & other issues

Just remove the rails in the blueprint that don't have a signal. Fixed string for the 2 lane: 0eNqNkd2OwiAQhd9lrsHUtT8ur2LMhtZJnYROG0CzTcO7L+DGaKqJVzBw5mMOZ4HWXHCyxB7UAtSN7EAdFnDUszbpzM8TggLyOIAA1kOqrCYDQQDxCX9BbcNRALInT3jrz8X8w5ehRRsF986WeokGO2+pk9NoMEKn0cXOkdNzkSajek5LCGJF+nqaQf7PuWY0m+pGKTbVK87uz...
by Choumiko
Fri Mar 06, 2020 11:50 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 51716

Re: [0.17]AutoTrash 4.1.5

Yes, i still plan on adding features. Although right now i'm waiting on the character screen changes that are planned to be in Factorio 0.18, since they will affect how requests and trash settings work.
by Choumiko
Thu Mar 05, 2020 11:00 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 308
Views: 61641

Re: [0.12] Bugs, crashes & other issues

Blueprint strings, Mod version and Factorio version please.
by Choumiko
Sat Feb 22, 2020 8:26 am
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 187688

Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7

Ironhair wrote:
Fri Feb 21, 2020 10:07 pm
edit - I just realised I posted in a really ancient thread...
came here from the homepage shown in the mod description :s
http://prntscr.com/r5wulx
Well, it's an ancient mod :D
Error should be fixed in the latest version.
by Choumiko
Sun Oct 13, 2019 8:44 am
Forum: Modding help
Topic: Migration for mod deactivation
Replies: 4
Views: 451

Re: Migration for mod deactivation

Never given it much thought. A pre removal release would have probably to be a different mod (unless you give it a lower version number than the current release, which would require a manual download) else you get people auto updating and then complaining that it doesn't work anymore (sounds like fu...
by Choumiko
Sun Oct 13, 2019 3:51 am
Forum: Modding help
Topic: Migration for mod deactivation
Replies: 4
Views: 451

Re: Migration for mod deactivation

There is no way.
You could add a command to do the uninstall/deactivate your mod before they remove it
by Choumiko
Thu Sep 19, 2019 9:39 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.69] Circular dependency with disabled mods
Replies: 1
Views: 830

[Rseding] [0.17.69] Circular dependency with disabled mods

It seems like Factorio is checking dependencies even for disabled mods: To reproduce: Disable "Automatically enable new mods" setting (Settings - Other) (might not be necessary, did it just to be sure) Install mods in one go: FARL 3.1.13, IndustrialRevolution 0.99.5, Multiple Unit Train Control 0.1....
by Choumiko
Thu Sep 19, 2019 8:10 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 57789

Re: [MOD 0.15] ModuleInserter 2.0.0

ModuleInserter should now unlock if either the steambots or the normal construction bots are researched. Can you please give me a hint where to look for the tech dependency for the quickbar or how to force enable the module inserter ? The shortcut for ModuleInserter must be from another mod? I'm not...
by Choumiko
Tue Sep 17, 2019 7:47 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181187

Re: [MOD 0.15] SmartTrains 2.0.5

how much better is it then vanilla if I don't want to use a lot of circuit mechanics as I'm not good at it ? the refueling part is present in other train control mods and the FAT controller, I believe, manages lines - so why use smarttrains mod ? That said, since I've installed it, I've managed to ...
by Choumiko
Mon Sep 16, 2019 3:04 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181187

Re: [MOD 0.15] SmartTrains 2.0.5

Anything beyond this? What's so special about indicating a station as "refuel station"? Most of the stuff you can't do in vanilla is listed on the mods portal page https://mods.factorio.com/mod/SmartTrains under "Line rules" (most notably: go to a specific station depending on a circuit signal). I ...
by Choumiko
Mon Sep 16, 2019 5:41 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 181187

Re: [MOD 0.15] SmartTrains 2.0.5

Any thoughts on what might cause this? My first thought: What does "use station mapping" mean again? :D (i think i remember now, it doesn't use the number from the schedule but the number you provide in the gui that opens with a train stop right?) In theory the only way for it to go to Copper 29 wi...
by Choumiko
Wed Sep 11, 2019 7:15 pm
Forum: Modding help
Topic: Call function based on installed mods outside of events.
Replies: 7
Views: 298

Re: Call function based on installed mods outside of events.

remote should be available in on_load right? So add a (dummy) remote to mod M, if it's there call f() ?

I remember some quirks with remote and on_init (or on_load) but just checking if it's there should be fine
by Choumiko
Mon Sep 09, 2019 7:59 am
Forum: Modding help
Topic: Get size of window.
Replies: 11
Views: 601

Re: Get size of window.

Your best bet probably is https://lua-api.factorio.com/latest/LuaPlayer.html#LuaPlayer.display_resolution and maybe LuaPlayer.display_scale (iirc it is the interface scale you can adjust in the settings) and then watch for https://lua-api.factorio.com/latest/events.html#on_player_display_resolution_...
by Choumiko
Sat Aug 24, 2019 8:23 pm
Forum: General discussion
Topic: Mod Configurations
Replies: 4
Views: 643

Re: Mod Configurations

What's wrong with that: (might not be in the 0.16 version)

Screenshot from 2019-08-24 22-21-19.png
Screenshot from 2019-08-24 22-21-19.png (196.23 KiB) Viewed 630 times

leading to:

Screenshot from 2019-08-24 22-22-28.png
Screenshot from 2019-08-24 22-22-28.png (135.49 KiB) Viewed 630 times


It's a godsend when getting a bug report with a save with tons of mods, 2 clicks and i can test the save.
by Choumiko
Tue Aug 13, 2019 7:00 pm
Forum: F.A.R.L
Topic: Configuration & usage
Replies: 112
Views: 95828

Re: Configuration & usage

It possible to use blueprint in FARL without electric poles? Yes, it still wants an electric pole in the blueprint, but you can turn placement off, once you read the blueprint. Choumiko is working on improvements to the code that'd make it possible, though. Right now, can't use FARL for this. Not j...
by Choumiko
Tue Aug 13, 2019 7:34 am
Forum: Modding help
Topic: IDE's and Factorio API
Replies: 4
Views: 384

Re: IDE's and Factorio API

There is an extension for vscode
https://marketplace.visualstudio.com/it ... tocomplete

It's not a real autocomplete most of the time, since it will happily suggest invalid functions (it works for game. ). But i guess that's more due to lua being lua.

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