Search found 27 matches

by KroshkaYenot
Sun Sep 11, 2016 11:27 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35117

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

Man... That's cool ! I can't stop signing all my combinators! Unbelievably huge thanks!

Here is my localization for this useful mod.
by KroshkaYenot
Sat Sep 10, 2016 6:08 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35117

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

It's me again. Looks like you've forgot some debug logging for on_gui_click and on_gui_text_changed events in 1.0.6
by KroshkaYenot
Sat Sep 10, 2016 2:41 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35117

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

But note that blueprint cannot copy the private settings of the note (text, etc...). It will just create new empty notes. Cool anyway. Thanks. I'm curious : how do you use notes with combinators ? For example, upper block of combinators loads my trains with goods I produce on this little factory (i...
by KroshkaYenot
Sat Sep 10, 2016 1:03 pm
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35117

Re: [MOD 0.13] Sticky notes - leave notes or signs on the map

Nice and useful mod. Thanks!

Here is my little bugreport (Factorio 0.14.5)

After being put by construction robot:
note starts behave as a box. Its inventory opens on click. That's weird but ok
text is missing. That's is a bit disappointing, because I use note as a comment for my combinators logic
by KroshkaYenot
Mon Jul 18, 2016 7:29 am
Forum: Technical Help
Topic: РСгистрация ΠΊΠΈΡ€ΠΈΠ»ΠΈΡ†Ρ‹ Π² 2 символа
Replies: 4
Views: 1352

Re: РСгистрация ΠΊΠΈΡ€ΠΈΠ»ΠΈΡ†Ρ‹ Π² 2 символа

I hope works now
Looks like it doesn't :-)

Π§ΡƒΠ²Π°ΠΊ, ΠΎΠ½ Ρ‚Π΅Π±Π΅ Π½ΠΈΠΊ помСнял Π½Π° английский - ΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉ Π΅Π³ΠΎ
by KroshkaYenot
Wed Jul 13, 2016 6:28 am
Forum: Technical Help
Topic: GOG version will not update
Replies: 2
Views: 1038

Re: GOG version will not update

Check your GOG profile, there is a serial number ("More" button). Use it to upgrade your account on factorio.com
by KroshkaYenot
Tue Jul 12, 2016 7:33 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

Ugrhhhh.... Such a rocket science! Thanks to your advices I've found that following migration properly turns everything on in my old test saves for _,player in pairs(game.players) do player.force.reset_recipes() player.force.reset_technologies() end for index, force in pairs(game.forces) do if force...
by KroshkaYenot
Tue Jul 12, 2016 5:23 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

Have you tried reseting the technologies first, then the recipes? Yes. Any order has no effect. it's enough to check in migration script if technology is researched and enable/disable the recipe based on that. Good idea. Thanks. But am I correct: is this a bug with reset_technologies() not working ?
by KroshkaYenot
Tue Jul 12, 2016 3:02 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

is the new recipe showing up under the technology? Yes it is. But only after switching "researched" for this technology off and back on Here is the code. Full mod is in the attachment data:extend{ { type = "recipe", name = "steel-box", energy_required = 0.5, ingredient...
by KroshkaYenot
Tue Jul 12, 2016 1:54 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

I forked old mod "Boxing" by Xecutor. There are already few recipes: pack electronics, iron ore and few more. So I'm pretty sure there is everything ok with prototypes. When I was on 0.13.5, I've added a new recipe "Pack stone". I don't really remember what spells did I use, but ...
by KroshkaYenot
Mon Jul 11, 2016 6:45 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

It's set to "false"

enabled = "false"

So its not enabled by default. It's disabled because it's unlocked by a technology
by KroshkaYenot
Mon Jul 11, 2016 5:22 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

Re: reset_recipes is not working

No. According to this https://wiki.factorio.com/index.php?title=Prototype/Recipe enabled Type: Types/string (!) Optional. This can be "false" to disable the recipe at the start of the game, or "true" to leave it enabled. The default is "true". If your recipe is unlocked...
by KroshkaYenot
Mon Jul 11, 2016 4:05 pm
Forum: Modding help
Topic: reset_recipes is not working
Replies: 15
Views: 4972

reset_recipes is not working

Hi! I've added a new recipe. After Factorio restart, it's not visible. AFAIK I should reset recipes by typing in the console (I know about migrations) /c game.player.force.reset_recipes() I did it but without any success /c game.player.force.reset_technologies() Is not working for me as well. But ga...
by KroshkaYenot
Mon Jul 04, 2016 8:57 am
Forum: Resolved Problems and Bugs
Topic: Internal server error for GOG users
Replies: 2
Views: 1139

Internal server error for GOG users

When I'm trying to authenticate on https://mods.factorio.com/ server gives "500 Internal server error" and same error in game It seems than it happens only for thous brave gamers, who bought from GOG.com so I'm not sure you know about it https://forums.factorio.com/viewtopic.php?f=49&t...
by KroshkaYenot
Sun Jul 03, 2016 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.13.4] Crash upon exit
Replies: 3
Views: 1235

Re: [Twinsen] [0.13.4] Crash upon exit

Cool! I started new map, saved and exited without problems. I've found "smart-container" only in the old Warehousing mod. Map started with old mod version, but then mod version was updated (thanks git) and proper migration has been applied. So it crashes now, when no mods are using smart-c...
by KroshkaYenot
Sun Jul 03, 2016 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.13.4] Crash upon exit
Replies: 3
Views: 1235

[Twinsen] [0.13.4] Crash upon exit

Exit game (single) -> crash.

0.13.3 was ok

Log attached
by KroshkaYenot
Sun Jul 03, 2016 4:33 pm
Forum: Technical Help
Topic: internal Server Error (Website) and similiar error ingame
Replies: 4
Views: 2134

Re: internal Server Error (Website) and similiar error ingame

You are not alone. It seems that this lovely server does not like GOG users viewtopic.php?f=49&t=27974
by KroshkaYenot
Sat Jul 02, 2016 5:30 pm
Forum: Technical Help
Topic: Mods on 0.13 GOG
Replies: 4
Views: 3137

Re: Mods on 0.13 GOG

Check your GOG profile, there is a serial number. Use it to upgrade your account on factorio.com

I can't download mods anyway because of "Internal server error", but at least you'll get an update. Better than nothing

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