Search found 18 matches

by pinecoffin
Wed Nov 20, 2024 2:53 am
Forum: Releases
Topic: Version 2.0.20
Replies: 42
Views: 9797

Re: Version 2.0.20

Why not simply use the old entity icons though for the three wires? Like they used to be in the crafting screen/inventory/... Because they are improved from an accessibility perspective for anyone that is color blind. Notice they look like G for Green and R for Red? They are WAY, way, way better. T...
by pinecoffin
Fri Nov 08, 2024 3:49 am
Forum: Resolved Problems and Bugs
Topic: [pard] [2.0.10] Tips & Tricks not appearing
Replies: 13
Views: 1308

Re: [pard] [2.0.10] Tips & Tricks not appearing

This is great; I didn't receive a Space Platform Tips and Tricks awhile ago and my friends did. I finally decide to look into it today and you've just posted that it's resolved for next release. Outstanding.

Thanks Wube you're all amazing.
by pinecoffin
Tue Oct 22, 2024 8:47 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario
Replies: 8
Views: 904

Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

I just saw on Discord that someone has a PvP scenario going and they can't launch the rocket... I've turned off all win conditions, as we just want to play with separate research, so hoping we don't run in to this issue as well. Maybe we need to wait until the scenarios get updated?
by pinecoffin
Mon Oct 21, 2024 3:31 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario
Replies: 8
Views: 904

Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Hello ! i'm having the same issue, i think it's just the tech that are ressource-based that cause issue, to reset the research of all force i did this command : /c for _,force in pairs(game.forces) do if (force.name == "enemy" or force.name == "player" or force.name == "neu...
by pinecoffin
Mon Oct 21, 2024 3:28 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario
Replies: 8
Views: 904

Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

Have a group that were keen to play... Same here, already trying to find workarounds too. Will post here if we find a good temporary solution Edit: Your solution works. The research at the beginning just seems to be going differently than usual. craft 10 copper plates to unlock the green circuit te...
by pinecoffin
Mon Oct 21, 2024 2:10 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario
Replies: 8
Views: 904

Re: [Klonan] [2.0.7] Already researched technologies in pvp/mp scenario

I was about to log this as well.

Have a group that were keen to play but we'll wait and cross fingers.

I did try using the below as admin, which works, but also disables the ability to research once run.

Code: Select all

/c for _,v in pairs(game.player.force.technologies) do v.researched=false end
by pinecoffin
Fri Mar 08, 2024 3:59 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 31532

Re: Friday Facts #401 - New terrain, new planet

I never comment but this was such an awesome read I had to say so. Absolutely loving your work Earendel. Great stuff. For anyone who didn't read the whole thing they missed out. As a side note; best rocket launch for a page on this site I've seen. ;-) As always I can't wait for the next FFF from Ear...
by pinecoffin
Mon Dec 12, 2022 12:33 pm
Forum: Ideas and Suggestions
Topic: Make shortcut bar more resilient to mod loading and unloading
Replies: 30
Views: 7600

Re: Make tips&tricks and shortcut bar more resilient to mod loading and unloading

+1 Could we not just have the ability to directly drag the icons around in the shortcut panel, like you can in the quick bars, and use the current dragable list as just a way of enabling/disabling whatshows in the panel? At least then you could very quickly sort out the order you prefer. Cheers, pine
by pinecoffin
Sun Oct 30, 2022 11:52 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Re: Another forces mod

Hey Pi-C, It's working!!!! Thank you, thank you, thank you. I have been trying to figure this out all day and see if I could learn to do it myself as it was bugging the hell out of me not being able to do it. Or understand enough that the blocks of code were in the wrong place. For adding the resear...
by pinecoffin
Sat Oct 29, 2022 6:11 pm
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Re: Another forces mod

Hi Pi-C, I've just added it to the control.lua but the issue's still there. I checked via the editor and it's making a new force each time I join with a different number on the end and keeping the old numbers as well. It initially made "pinecoffin" but after that they're 'MODNAME-PLAYERNAM...
by pinecoffin
Sat Oct 29, 2022 7:11 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Re: Another forces mod

Hi Pi-C, I thought about adding the extra stuff with the research but most of the people I play with regularly would prefer to do their own from scratch. We're all wierd. ;-) Ended up calling the mod Better Coop Play. So there's another issue we've just discovered. We spent about five hours on the s...
by pinecoffin
Thu Oct 27, 2022 10:05 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Re: Another forces mod

Hi again Pi-C, You are amazing. Thank you so much for setting this up, I've wanted this exact setup for years! If you're happy for me to I'll upload it to the mod portal giving you full credit, unless you want to upload it yourself. Wish I could think of a better name for it lol. Thanks very much ag...
by pinecoffin
Thu Oct 27, 2022 7:04 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Re: Another forces mod

Pi-C, First thank you very much for doing this and spending the time to explain the issues that could be encountered by having base protection. I actually put a mod on last night, "Protect Offline Forces", which works great, but my auto save files where at minimum double the size, and in a...
by pinecoffin
Wed Oct 26, 2022 9:55 am
Forum: Ideas and Requests For Mods
Topic: Another forces mod
Replies: 11
Views: 2543

Another forces mod

Hey all, I don't know how to code except to sort of figure out the flow and have some success there and have been able to make a mod called "Pines Easier Start (Krastorio2)". What I'm really really wanting to do is make or get access to a mod that: All players start in the same location, a...
by pinecoffin
Thu Dec 08, 2016 6:51 am
Forum: Maps and Scenarios
Topic: [Solved] [0.14.x] Help with adding unlimited power source
Replies: 2
Views: 3413

Re: [0.14.x] Help with adding unlimited power source

Thanks Ranakastrasz, I've been trying to figure out how to use that info. It looks exactly like what I need but I don't know how to use it.
by pinecoffin
Thu Dec 08, 2016 3:53 am
Forum: Maps and Scenarios
Topic: [Solved] [0.14.x] Help with adding unlimited power source
Replies: 2
Views: 3413

[Solved] [0.14.x] Help with adding unlimited power source

Hi All, I've been trying to figure this out myself (I like to try and do these things myself as I learn much better that way :lol: ) but just can't get this one, and it's driving me nuts. What I have: I have made a fixed sized sandbox test area. I usually just dump a heap of solar for power but noti...
by pinecoffin
Sat Jul 02, 2016 7:45 am
Forum: Resolved Problems and Bugs
Topic: 0.13.3 Headless server workaround
Replies: 25
Views: 16352

Re: 0.13.3 Headless server workaround

....... it should look like this : { "name": "Name of the game as it will appear in the game listing", "description": "Description of the game that will appear in the listing", "tags": ["game", "tags"], "max_players": &...

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