Search found 129 matches
- Fri Oct 16, 2020 5:27 pm
- Forum: Pending
- Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
- Replies: 5
- Views: 2523
Re: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
Hey, sorry for responding so late, i totally missed the notification. I now understand why the blueprint disappears from the quickbar, but there still is a question of why the blueprint disappeared in the first place ? Honestly, since nobody else reported this problem and it happened to me only once...
- Mon Sep 28, 2020 1:27 pm
- Forum: Pending
- Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
- Replies: 5
- Views: 2523
Re: [1.0.0] Blueprints disappearing / geting corrutped ?
I just tried to load AB1 save on completely different pc, running Linux instead of Windows, and I'm still getting not only a disappearing blueprint, but the results are inconsistent as before, loading this save will sometimes result in the blueprint showing up on the quickbar and sometimes it will n...
- Sun Sep 13, 2020 9:56 pm
- Forum: Pending
- Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
- Replies: 5
- Views: 2523
Re: [1.0.0] Blueprints disappearing / geting corrutped ?
Just so i don't look like a crazy person, here it is, blueprint disappearing. The bug is reproducible, although not every time, i had to reload the save about 10 times for it to happen again. Game started with all mods disabled. Tested on the "AB1" save. https://i.imgur.com/m4Czoc0.png htt...
- Sun Sep 13, 2020 3:08 am
- Forum: Pending
- Topic: [kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
- Replies: 5
- Views: 2523
[kovarex] [1.0.0] Blueprints disappearing / geting corrutped ?
I moved some of my blueprints from the inventory to the library, and the next day i noticed they have disappeared from the library. Some, not all of them. So i went back to my old game save, and i moved them again, but couldnt find one of the blueprints that i used alot, and i kept in in the quickba...
- Sun Jul 28, 2019 1:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] Right-click-drag no longer removes multiple items from blueprint editor
- Replies: 2
- Views: 2647
Re: [0.17.59] Right-click-drag no longer removes multiple items from blueprint editor
I was about to post this.
Same problem here.
Same problem here.
- Mon Jul 08, 2019 10:05 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
Thanks! Nice stuff. My current game already has the good surface, thankfully, since I wanted to test it “in production” not just the editor. :) Appreciate the work you did on fixing this, too, and on building it. Quick check: I am 99.9 percent sure from the code this’ll work with mods that add extr...
- Mon Jul 08, 2019 2:54 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. ...and here I was, just about to drop a bit of code that says "do not ever use these tiles, specifically", which also fixes ...
- Sun Jul 07, 2019 8:41 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. From now on, whenever a mod tampers with NF hidden surfaces, default landfill texture will be used. Note, this does NOT mean, NF will j...
- Sun Jul 07, 2019 7:59 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
I'll check this when I get home, but generally, NiceFill creates a copy of a surface with mapgen settings having all water disabled. If any mod ignores mapgen settings for water, water appears on the copy surface and NF copies this water texture. Hrm. I came here because of the same issue. I'm happ...
- Sun Jun 09, 2019 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Failed to parse the mod portal API response
- Replies: 4
- Views: 4378
- Fri Jun 07, 2019 7:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Failed to parse the mod portal API response
- Replies: 4
- Views: 4378
[0.17.47] Failed to parse the mod portal API response
Mod updater fails with "Unable to check for updates". 82.578 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max&full=True&namelist=5xProduction&namelist=a-better-start&namelist=aai-programmable-structures&namelist=aai-signals&n...
- Fri Jun 07, 2019 5:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
I'll check this when I get home, but generally, NiceFill creates a copy of a surface with mapgen settings having all water disabled. If any mod ignores mapgen settings for water, water appears on the copy surface and NF copies this water texture. There really is no way around this if a mod does not ...
- Wed May 15, 2019 8:38 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
Yup, there's a few other types of landfill as well with alien biomes they are: Sand, Desert, Grass, Dry Dirt, and Dirt I cannot reproduce the problem. Also, Alien biomes only has one type of landfill. If you have more than one, then you are using mods that modify landfill. The problem you have is n...
- Tue May 14, 2019 11:51 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
https://www.dropbox.com/s/xup58g00qss8wvj/5CiPSd70OH.mp4?dl=0 There's what's happening, with Alien Biomes Landfill is called Grass, it lets you replace regular terrain, but without nicefill it functions normally, with nicefill it burns through the landfill as fast as you click and drag. It still fu...
- Mon May 13, 2019 10:39 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have. I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag. I need some details, is landfi...
- Sun May 12, 2019 10:37 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29854
Re: [MOD 0.16.x] NiceFill
So apparently if I try to use the click and drag feature on a large selection of landfill, it murders the stack of it exponentially faster the bigger the area you have. I killed 3,000 landfill in less than a second on an 8x8 selection just by trying to click and drag. I need some details, is landfi...
- Fri May 03, 2019 12:00 am
- Forum: Modding help
- Topic: Create landfill ghost ?
- Replies: 0
- Views: 783
Create landfill ghost ?
I have a problem, where if i change a tile via surface.set_tiles landfill ghosts on this tile are deleted for some reason. I'm trying to solve this problem by making a list of tiles i need to re create landfill ghost at, but i can't find a correct way to create a landfill ghost. for tgk,tgv in pairs...
- Mon Mar 18, 2019 2:22 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39740
- Sat Mar 09, 2019 1:07 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155394
Re: [0.17] Please post bugs and balance issues here.
Hi. I have noticed that the speed at which you manually deconstruct the gray belt is significantly lower than that of yellow belt. I do not remember this being the case in 0.16, is this intended? I personally, find this quite annoying thb, basic belt is used mostly in the early game where you rebuil...
- Tue Mar 05, 2019 10:25 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 89723