Man... That's cool ! I can't stop signing all my combinators! Unbelievably huge thanks!
Here is my localization for this useful mod.
Search found 27 matches
- 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: 40570
- 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: 40570
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
- 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: 40570
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 ...
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 ...
- 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: 40570
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
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
- Mon Jul 18, 2016 7:29 am
- Forum: Technical Help
- Topic: Регистрация кирилицы в 2 символа
- Replies: 4
- Views: 1743
Re: Регистрация кирилицы в 2 символа
Looks like it doesn'tI hope works now
![Smile :-)](./images/smilies/icon_e_smile.gif)
Чувак, он тебе ник поменял на английский - пользуй его
- Wed Jul 13, 2016 6:28 am
- Forum: Technical Help
- Topic: GOG version will not update
- Replies: 2
- Views: 1291
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
- Tue Jul 12, 2016 7:33 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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 ...
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 ...
- Tue Jul 12, 2016 5:23 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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 ...
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 ...
- Tue Jul 12, 2016 3:02 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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,
ingredients =
{
{"steel ...
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,
ingredients =
{
{"steel ...
- Tue Jul 12, 2016 1:54 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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 magic was ...
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 magic was ...
- Mon Jul 11, 2016 6:45 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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
enabled = "false"
So its not enabled by default. It's disabled because it's unlocked by a technology
- Mon Jul 11, 2016 5:22 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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 a technology, you ...
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 a technology, you ...
- Mon Jul 11, 2016 4:05 pm
- Forum: Modding help
- Topic: reset_recipes is not working
- Replies: 15
- Views: 5822
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 ...
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 ...
- Mon Jul 04, 2016 2:46 pm
- Forum: Technical Help
- Topic: internal Server Error (Website) and similiar error ingame
- Replies: 4
- Views: 2626
- Mon Jul 04, 2016 2:45 pm
- Forum: Resolved Problems and Bugs
- Topic: Internal server error for GOG users
- Replies: 2
- Views: 1376
Re: Internal server error for GOG users
It is. Thanks
- Mon Jul 04, 2016 8:57 am
- Forum: Resolved Problems and Bugs
- Topic: Internal server error for GOG users
- Replies: 2
- Views: 1376
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=28072 ...
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=28072 ...
- Sun Jul 03, 2016 9:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.13.4] Crash upon exit
- Replies: 3
- Views: 1504
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 ...
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 ...
- Sun Jul 03, 2016 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.13.4] Crash upon exit
- Replies: 3
- Views: 1504
[Twinsen] [0.13.4] Crash upon exit
Exit game (single) -> crash.
0.13.3 was ok
Log attached
0.13.3 was ok
Log attached
- Sun Jul 03, 2016 4:33 pm
- Forum: Technical Help
- Topic: internal Server Error (Website) and similiar error ingame
- Replies: 4
- Views: 2626
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
- Sat Jul 02, 2016 5:30 pm
- Forum: Technical Help
- Topic: Mods on 0.13 GOG
- Replies: 4
- Views: 3606
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
I can't download mods anyway because of "Internal server error", but at least you'll get an update. Better than nothing