Search found 271 matches

by credomane
Wed Jun 08, 2022 1:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.60] Krastorio 2 "New unlocked item" icon not clearing
Replies: 6
Views: 928

Re: [1.1.60] Krastorio 2 "New unlocked item" icon not clearing

As others have said, "Not a bug." K2 hides a lot recipes that can't be hand crafted from showing up in the player crafting list. Barreling being the top of the list. It is something I rarely use and it can really eat up a lot of screen restate to have them show all the time. Check recipe l...
by credomane
Sun May 01, 2022 7:37 pm
Forum: Mod portal Discussion
Topic: Is the server running mods-data.factorio.com ok??
Replies: 4
Views: 453

Is the server running mods-data.factorio.com ok??

I noticed today that all the images won't load on the mod portal. Looking into it slightly deeper reveals a bad cert error for https://mods-data.factorio.com/ Firefox does not trust this site because it uses a certificate that is not valid for mods-data.factorio.com. The certificate is only valid fo...
by credomane
Fri Feb 04, 2022 5:24 pm
Forum: Mod portal Discussion
Topic: [mods.factorio.com] Search doesn't work if not signed in.
Replies: 5
Views: 723

Re: [mods.factorio.com] Search doesn't work if not signed in.

Oh. It is happening again today. I was logged into the mod portal on feb 1st but now today I'm logged out and the search won't function. what info you need from me to look into it? I'll keep the cookies around this time and won't resign in either. [edit] Looking at the private window where searching...
by credomane
Tue Jan 18, 2022 3:37 am
Forum: Mod portal Discussion
Topic: [mods.factorio.com] Search doesn't work if not signed in.
Replies: 5
Views: 723

Re: [mods.factorio.com] Search doesn't work if not signed in.

I'm terribly sorry. Got busy last week and I forgot to come back to this post. It is working now when I'm not signed in. I've tried to make it not work again without any success. Assuming whatever cleanup you added did the trick. Or whatever old/bad cookie I had got fixed when I signed back in last ...
by credomane
Fri Jan 07, 2022 7:03 pm
Forum: Mod portal Discussion
Topic: [mods.factorio.com] Search doesn't work if not signed in.
Replies: 5
Views: 723

[mods.factorio.com] Search doesn't work if not signed in.

If you are not signed into the mod portal then your search query is silently ignored on the backend. Would be nice to either have the search work when not signed in or have an error pop up saying you need to be signed in for it to work. I spent several minutes trying to figure out why it wasn't work...
by credomane
Mon Nov 22, 2021 3:38 am
Forum: Pending
Topic: [1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.
Replies: 4
Views: 732

Re: [1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.

After about and hour and a 1/2 the "continue" button still works if I don't quit Factorio. It works fine for me, is this the only server you have this issue with? This is actually the only server I play on anymore. Once upon a time there were others but they are gone now. :( Suppose I coul...
by credomane
Mon Nov 22, 2021 1:48 am
Forum: Pending
Topic: [1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.
Replies: 4
Views: 732

Re: [1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.

Here is a log from when I tried to join the MP game from the public server browser but the loaded mods differed. It wanted to sync mods I said, "yes sync mods and join on restart". Which then failed to connect to the server after the restart. After that I successfully joined the server fro...
by credomane
Sat Nov 20, 2021 2:08 pm
Forum: Pending
Topic: [1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.
Replies: 4
Views: 732

[1.1.46] Can't rejoin multiplayer games using the "continue" button on main menu.

I've been playing on a server recently and was using the continue button to just immediately hop back on to the server I'm playing on. Sadly I got COVID early/mid October, ended up in hospital, been over a month since I've felt like really doing anything but existing. I'm fine now btw, first thing i...
by credomane
Thu Feb 11, 2021 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.21] Low FPS placing landmine blueprint
Replies: 9
Views: 3027

Re: [1.1.21] Low FPS placing landmine blueprint

I'm curious if you get this lag if you build from mapview. Also curious how closely related your issue is to the issue I ran into a couple years ago. I have some "huge" blueprints (3x3 chunks) that were a complete nightmare to place. My fps plummets followed by ups doing the same shortly t...
by credomane
Sat Jan 09, 2021 2:24 am
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Old blueprints get cleared when editing
Replies: 3
Views: 745

Re: [1.0.0] Blueprints mistakely cleared by the blueprint editor.

Well how about that!? I found a backup of my blueprint-storage.dat from Sept 2020. It was 17MB but I deleted every blueprint except for the meiosis blueprint book which is the book containing the problematic blueprints. There are three different blueprints in that book that are missing icons. Back b...
by credomane
Sat Jan 09, 2021 1:23 am
Forum: Won't fix.
Topic: [kovarex] [1.0.0] Old blueprints get cleared when editing
Replies: 3
Views: 745

[kovarex] [1.0.0] Old blueprints get cleared when editing

I don't really know how to explain this one concisely and it might even have been fixed in 1.1.x Experimental. So I had this really old blueprint book made 4 years ago? The only copy of it I have now is located here but it won't import into the current version of the game. I'll probably need to go t...
by credomane
Mon Oct 05, 2020 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Spidertron order issueing via remote is inconsistently applied across world, map and player view
Replies: 2
Views: 1551

Re: [1.0.0] Spidertron order issueing via remote is inconsistently applied across world view, map view and player view

I think this is the bug that keeps cropping up in different ways when binding actions to the mouse buttons. After binding the action the the mouse the way you want. Quit Factorio completely and launch it again. See if the keybind works properly now. If it does work it is that mouse-binding issue aga...
by credomane
Thu Aug 06, 2020 9:31 pm
Forum: Modding interface requests
Topic: LuaEntity::play_sound()
Replies: 19
Views: 4128

Re: LuaEntity::play_sound()

Uhhh.... LuaRendering *is* saved/loaded and is deterministic. Saying it wasn't deterministic was completely incorrect on my part no idea what I was thinking as it has to be to work in multiplayer. As for the saved/loaded with the game. I swear I read somewhere that LuaRendering wasn't saved with th...
by credomane
Thu Aug 06, 2020 2:15 am
Forum: Modding interface requests
Topic: LuaEntity::play_sound()
Replies: 19
Views: 4128

Re: LuaEntity::play_sound()

I think a LuaSound class similar to LuaRendering would be awesome. Since the LuaRendering stuff isn't deterministic and/or saved with the game I suggest using that as a template for how LuaSound should and/or could work. Here is my idea for the LuaSound API sound :: LuaSound : Allows playing of soun...
by credomane
Fri Apr 24, 2020 7:18 pm
Forum: Resolved Problems and Bugs
Topic: 0.18.20 Bug with "Mod Settings"
Replies: 7
Views: 2522

Re: 0.18.20 Bug with "Mod Settings"

billbo99 wrote:
Fri Apr 24, 2020 8:48 am
Out of curiosity, what is the use case for "hiding" mod settings ?
Depreciated settings that are left in for compatibility/migrating older saves would be my first guess.
by credomane
Tue Feb 18, 2020 6:49 pm
Forum: Energy Production
Topic: Tileable Wasteless Nuclear setup (v5)
Replies: 9
Views: 9330

Re: Tileable Wasteless Nuclear setup (v5)

I've had issues getting this to work. Now, I only have 4 reactors in it, but to be honest, that's all you want to begin with. It keeps filling up the reactors to max (5 cells) when it runs low, when you don't even need 2 cells to max out temps and storage. There's a lot of logic so it's hard to fol...
by credomane
Fri Jan 24, 2020 7:37 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 41776

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Personally, I love the idea of crowd sourcing the tutorials, or at least a good body of the work. Something about it just seems right, and I would jump at the opportunity to help out in any way I could. I'm sure others feel the same. Agreed. Maybe even a few different "types". A "how...
by credomane
Mon Jan 20, 2020 7:52 am
Forum: Modding discussion
Topic: Mod-settings.dat file editor (in C#)
Replies: 16
Views: 7937

Re: Mod-settings.dat file editor (in C#)

So I rewrote this app as a nodejs module (Still needs work). I noticed that in your code (and the wiki docs) is that reading and writing strings is handled differently from how Factorio actually does it. Perhaps this is just differences between Factorio versions 0.16 (that your app was originally wr...
by credomane
Fri Jun 07, 2019 1:20 am
Forum: Not a bug
Topic: [0.17.31] [modded] huge UPS drop when holding a blueprint.
Replies: 4
Views: 1433

[0.17.31] [modded] huge UPS drop when holding a blueprint.

I've been playing on a server (that's been slow to update) everything's been going great until last week. Now (or at least it has only become bad enough now) whenever any player picks up a blueprint to place into the world every connected player has their FPS tank from 60 to 5fps. It becomes nearly ...
by credomane
Wed Mar 13, 2019 5:44 am
Forum: Not a bug
Topic: [0.17.11] List of minor mini-tutorial Issues.
Replies: 3
Views: 1058

[0.17.11] List of minor mini-tutorial Issues.

This is a list of issues I had/noticed while working through the tutorials in 0.17 (was wonder if there were new ones) and I also tried to break them (I did...kinda). Would be nice if the items given by the tutorial would also be auto assigned to the quickbar. I think the quickbar changes "brok...

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