Search found 197 matches

by dgw
Fri Sep 22, 2023 2:39 pm
Forum: Ideas and Suggestions
Topic: Display wagon count in signal-preview
Replies: 8
Views: 3995

Re: Display wagon count in signal-preview

Came up again under the FFF-377 discussion.

With so much rail/train QoL stuff coming in 2.0, improvements to signal and train-stop preview visualizations would make an already awesome release unbelievably useful. :D
by dgw
Sun Dec 20, 2020 8:06 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19510

Re: [One Line Suggestions]

"My Mods" page should show other users' mods I have access to update/modify
by dgw
Tue Sep 08, 2020 5:24 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19510

Re: [One Line Suggestions]

The mod portal should forgive a trailing slash, e.g. https://mods.factorio.com/mod/Warehousing/ returns 404
by dgw
Tue Sep 08, 2020 5:21 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69069

Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines

The mod description is outdated. Default recycling ratio is 2, which is exactly the behavior @MasterWiky sees.
by dgw
Wed Jun 03, 2020 5:30 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 227667

Re: [MOD 0.17] Warehousing v0.2.0

You have not met the prerequisites for Logistics Warehousing. Research the Warehousing tech first.
by dgw
Thu Mar 26, 2020 6:00 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6788

Re: [Suggestion] Train waypoints

This was implemented in 0.17.0: https://wiki.factorio.com/Version_histo ... Features_6
Train stops without conditions work as waypoints. (the train doesn't stop at those)
by dgw
Mon Feb 03, 2020 3:07 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 386956

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

FallenPaladin wrote:
Mon Feb 03, 2020 3:00 am
The mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.
What Factorio version? What Creative Mod version?
by dgw
Sat Jan 11, 2020 12:15 am
Forum: Mod portal Discussion
Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
Replies: 9
Views: 3331

Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)

I hate to say, 2020 hasn't fixed this. It must be some weird kind of thing, or a lot more people would be reporting it. 🤔
by dgw
Thu Oct 03, 2019 4:47 am
Forum: Ideas and Suggestions
Topic: Adding redprints and greenprints prints to blueprint library
Replies: 13
Views: 3802

Re: Adding redprints and greenprints prints to blueprint library

Seconding (or whatever +1 count we're up to) this. In particular, I think it would be useful for the blueprint library to support saving custom selection-tools as well. I'm not quite sure I understand why we can save and share blueprints, but not deconstruction planners, upgrade planners, or mod-add...
by dgw
Wed Aug 07, 2019 9:29 pm
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 3453

Re: Prevent restarting the game on updated disabled mod

I won't make a new thread because I suspect the answer will be a similar "it's complicated", but why does the game also force a restart on deleting a disabled mod?
by dgw
Mon Aug 05, 2019 8:50 am
Forum: Outdated/Not implemented
Topic: Prevent restarting the game on updated disabled mod
Replies: 9
Views: 3453

Re: Prevent restarting the game on updated disabled mod

Yep, restarting after updates of only disabled mods makes no sense.

The game should restart if the set of active mods changes, or if an active mod is updated.
by dgw
Sun Aug 04, 2019 1:58 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.59] insane large save file (>500MB) part 2
Replies: 7
Views: 4963

Re: [0.17.59] insane large save file (>500MB) part 2

I saw this issue in a modded multiplayer game today. We have a water-fill mod, so through the collection of autosave files I've preserved, Oxyd could see the issue progress from before the island existed, as the save file size continued to increase, through to when we resolved the save size problem ...
by dgw
Sun Jul 14, 2019 3:47 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 227667

Re: [MOD 0.17] Warehousing v0.2.0

What's halfway? If you don't know what the old/new sizes are, I can only assume that you mean the building fills 50% of the slots available and stops, leaving the other 50% empty. I've never seen that happen, and it sounds like some kind of conflict with another mod. Warehousing is very simple—its b...
by dgw
Wed Jun 05, 2019 6:17 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 386956

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

" Creative Mode " only has downloads available for 0.17. In 0.16, you can use " Creative Mode (Fix for 0.16) ", an unofficial tweak of the mod to work in 0.16. Just be aware that you'll need to migrate back to the official release if you want to play your save in 0.17 later. (The...
by dgw
Thu May 02, 2019 8:36 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 270149

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

The "player" entity type was renamed to "character" in 0.17.35, so it's probably an easy fix.
by dgw
Wed Apr 24, 2019 8:08 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69069

Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Searching public code on GitHub, the only repo with mentions of the name "nuclear-assembling-machine" is https://github.com/JohnTheCoolingFan/Ra ... orioThings (published on the mod portal here)

No results on GitLab.
by dgw
Tue Apr 16, 2019 4:06 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 227667

Re: [MOD 0.17] Warehousing v0.2.0

Just started playing again since 0.17 dropped. I see that the recipe has been updated to steel, but 100 steel seams a little steep imo. Will you be re-balancing it? If so, I'd recommend lowering the amount a little. Each warehouse costs 200 steel, actually, not 100. It's reasonable when you realize...
by dgw
Tue Apr 09, 2019 5:55 am
Forum: Mods
Topic: [MOD 0.15.X] Item Collector
Replies: 5
Views: 3487

Re: [MOD 0.15.X] Item Collector

Definitely just skimmed right past that because my brain thought it was a copy-paste of text I'd already seen… Not sure if related to tiredness or just mental shortcutting…
by dgw
Tue Apr 09, 2019 5:08 am
Forum: Mods
Topic: [MOD 0.15.X] Item Collector
Replies: 5
Views: 3487

Re: [MOD 0.15.X] Item Collector

What is an item collector? Is it some sort of mysterious golem that blunders about the map, knocking down factories and destroying belts in it's quest to collect random bits of ore and iron plate? Is it an undead revenant who, as soon as you manufacture something that revenant doesn't have any of, ...

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