Search found 93 matches

by Avacado
Fri Aug 16, 2019 4:57 am
Forum: Ideas and Suggestions
Topic: Deconstructed entities that have an identical blueprint placed on top should have their deconstruction orders removed.
Replies: 2
Views: 120

Deconstructed entities that have an identical blueprint placed on top should have their deconstruction orders removed.

TL;DR An entity that is currently marked as deconstructed, but has a identical ghost of that entity placed on top should just have their deconstruction order canceled. What ? Currently, if you deconstruct an area (say with ctrl+x) and then place a blueprint of that same area on top in the exact spo...
by Avacado
Wed Mar 27, 2019 2:03 am
Forum: Ideas and Suggestions
Topic: Select multiple mods in mod browser
Replies: 2
Views: 119

Re: Select multiple mods in mod browser

Reformatted my suggestion to the template... been a while since I made one and I forgot about the standard format.
by Avacado
Wed Mar 20, 2019 6:09 pm
Forum: Ideas and Suggestions
Topic: Have robots send items to nearest storage chest
Replies: 21
Views: 503

Re: Have robots send items to nearest storage chest

Yes. They would be carried north. The point is to help keep your base organized, so all your belt storage is in one place instead of being spread out to storage chests all over the map. It also stores more efficiently. A box with 1 belt or 50 belts still uses a full storage slot. Having everything s...
by Avacado
Wed Mar 20, 2019 2:26 pm
Forum: Ideas and Suggestions
Topic: Have robots send items to nearest storage chest
Replies: 21
Views: 503

Re: Have robots send items to nearest storage chest

Hi Koub, I'm not sure if you meant to merge to different suggestions on a the same topic, but my suggestion was: * Prioritize dropping in storage chests with filtered storage chests first. And this suggestion is: * Have robots send items to the nearest storage chest They both have to do with storage...
by Avacado
Wed Mar 20, 2019 1:46 am
Forum: Ideas and Suggestions
Topic: Have robots send items to nearest storage chest
Replies: 21
Views: 503

Re: Bots should favor dropping in storage chests with filters over storage chests with items

Yes, exactly. That states it with more clarity than I did. Yes, I would like 1 and 2 to be switched. Which is how the wiki seems to be describing it. I think it only make sense for 2 to be first because that is a players explicit configuration. And for all purposes I can think of 1 and 2 being switc...
by Avacado
Wed Mar 20, 2019 1:00 am
Forum: Ideas and Suggestions
Topic: Have robots send items to nearest storage chest
Replies: 21
Views: 503

Re: Bots should favor dropping in storage chests with filters over storage chests with items

hi, i think the feature is already in it, it's most the "behaviour flow chart order" who got to be corrected if i understand your problem? I Yes, the game and the wiki don't match, but the reason why I'm not complaining about the wiki, is that is the behavior I would like bots to have. The behavior...
by Avacado
Tue Mar 19, 2019 10:54 pm
Forum: Ideas and Suggestions
Topic: WASD keys to work on map while saving
Replies: 3
Views: 309

Re: WASD keys to work on map while saving

Bump.

Seems like the developers went the opposite way with this. Now you can no longer even open the map or zoom in/out while the game is saving. This is a bit annoying for my games where saving can take 30+ seconds where you're left with nothing to do except stare at the screen for 30 seconds.
by Avacado
Tue Mar 19, 2019 10:38 pm
Forum: Ideas and Suggestions
Topic: Select multiple mods in mod browser
Replies: 2
Views: 119

Select multiple mods in mod browser

TL;DR Allow us to select multiple mods in the mod browser. Also allow arrow keys to move between mods. What ? Allow us to select multiple mods in the mod browser using standard shift-click (selecting consecutive mods) and ctrl-click (selecting specific mods) in both the manager and installer screen...
by Avacado
Tue Mar 19, 2019 10:27 pm
Forum: Ideas and Suggestions
Topic: Have robots send items to nearest storage chest
Replies: 21
Views: 503

Bots should favor dropping in storage chests with filters over storage chests with items

I posted this as a bug , but got closed as "Not a bug" without a response from the developers, so I'm here. Bots should favor storage chests with filters over storage chests without because the player has explicitly stated that is where they want the item. Right now, bots will favor a storage chest ...
by Avacado
Sat Mar 09, 2019 6:12 pm
Forum: Not a bug
Topic: [0.17.8] Bots favor dropping in storage chests with items over storage chests with filter
Replies: 1
Views: 118

[0.17.8] Bots favor dropping in storage chests with items over storage chests with filter

Say I have two storage chests: * One with iron plate inside and no filter. * One with nothing inside and an iron plate filter The logistics bots will take iron plates to the first chest, when it seems like it should take them to the second chest, which seems like the more desirable behavior and the ...
by Avacado
Fri Mar 08, 2019 4:43 pm
Forum: Implemented mod requests
Topic: Hiding recipes from the main character screen
Replies: 10
Views: 962

Re: Hiding recipes from the main character screen

Bump. I had a sort of clunky work around where I disable the recipes and then enable them when a Whistle Stop factory GUI is open, but: * I had to make this optional, because it breaks other mods like Crafting Combinator, which is a popular mod to use with Whistle Stop * In 0.17 there is an issue wh...
by Avacado
Sun Mar 03, 2019 8:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Corrupt map caused by removing mod
Replies: 4
Views: 242

Re: [0.17.4] Corrupt map caused by removing mod

And here is one that gives me the error "Corrupt Map: unknown tile 40." I'm posting this one here instead of its own thread because it has the exact same reproduction steps.
by Avacado
Sun Mar 03, 2019 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Corrupt map caused by removing mod
Replies: 4
Views: 242

Re: [0.17.4] Corrupt map caused by removing mod

Woops, I should've done that from the start.

Attached is the one that gives the "Not Enough Data Remaining (wrong count?)" Error.
by Avacado
Sun Mar 03, 2019 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Corrupt map caused by removing mod
Replies: 4
Views: 242

[0.17.4] Corrupt map caused by removing mod

When I remove my mod, Whistle Stop Factories, from a save, the map no longer loads and gives the following error, "Corrupt Map: unknown tile 225" when trying to load it without my mod. Steps to recreate: * Create a new game with Base and Whistle Stop Factories 0.1.12 (EDIT: With Minimum Distance set...
by Avacado
Thu Feb 28, 2019 7:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Duplicates on mod updates list
Replies: 1
Views: 96

[0.17.3] Duplicates on mod updates list

My Mod Updates tab had 3 copies of every mod. I only had 6 mods to update, but it read 18 and had 3 copies of each one of the 6 mods. It only happened once and I was unable to duplicate it. Every other time I went to that tab it only read 6 like it is suppose to. See picture below:
modsupdate.png
modsupdate.png (81.05 KiB) Viewed 96 times
by Avacado
Wed Feb 27, 2019 11:40 pm
Forum: Not a bug
Topic: [0.17.2] VOID energy_source doesn't work for vehicles or equipment
Replies: 2
Views: 66

Re: [0.17.2] VOID energy_source doesn't work for vehicles or equipment

My mistake! Thank you for your fast reply! I'll check if that was a similar issue happening to my equipment.
by Avacado
Wed Feb 27, 2019 11:29 pm
Forum: Not a bug
Topic: [0.17.2] VOID energy_source doesn't work for vehicles or equipment
Replies: 2
Views: 66

[0.17.2] VOID energy_source doesn't work for vehicles or equipment

Maybe this is intentional and that is fine, but playing around with VOID and set EVERY energy source in data.raw to void: for category_name,category in pairs(data.raw) do for entity_name,entity in pairs(category) do if type(entity) == "table" and type(entity.energy_source) == "table" then entity.ene...
by Avacado
Fri Oct 19, 2018 2:36 am
Forum: Modding interface requests
Topic: Event request: on_recipe_changed
Replies: 16
Views: 1056

Re: Event request: on_recipe_changed

To keep track of the active recipes there are 3 options: - When a player/bot places a building over a ghost that has a recipe set (easy) - When a player uses the copy/paste setting (easy) - When a player changes the recipe manualy (though). On that last one, I can't look on_gui_closed becose the gu...
by Avacado
Fri Oct 19, 2018 12:13 am
Forum: Modding interface requests
Topic: On_recipe_change event
Replies: 3
Views: 323

Re: On_recipe_change event

Thanks for getting back to me. Maybe I'll try the copy/paste and GUI close events as an alternative. Currently I'm using nth tick, but that is inefficient and at the time I didn't think about being able to use GUI close. Though, I'm not really sure what the other requestor meant by: I can't look on_...
by Avacado
Tue Aug 21, 2018 3:36 pm
Forum: Ideas and Suggestions
Topic: WASD keys to work on map while saving
Replies: 3
Views: 309

Re: WASD keys to work on map while saving

Sorry, I actually meant WASD keys and not arrow keys, because those are the ones that move the map around in map mode. When saving the WASD keys don't allow you to move the map, and I would like them to be able to move the map around so I have something to do during my ~30 second saving time. It is ...

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