Search found 25 matches
- Thu Oct 31, 2024 1:25 pm
- Forum: Pending
- Topic: [2.0.12] Crash autosaving while working with rails (Blueprint::save, targeter to not saved targetable)
- Replies: 1
- Views: 150
[2.0.12] Crash autosaving while working with rails (Blueprint::save, targeter to not saved targetable)
I was working on rails when I got an error that the game crashed the crash also happens in the middle of an autosave. I don't know what exactly caused the crash all I know is that I was building Rails/Signals from (I think it was from remote view) and then got the crash while doing an auto save (the ...
- Fri Aug 23, 2024 10:40 am
- Forum: Ideas and Suggestions
- Topic: Release Factorio version before 0.6 (0.2-0.5) on the Website
- Replies: 0
- Views: 201
Release Factorio version before 0.6 (0.2-0.5) on the Website
You can download old version as far back as 0.6 on the website and I think you can get 0.1 from the friday facts that mentions it.
However currently there is no way to access version from 0.2-0.5 for the sake of completeness and preservation those versions should be available to download on the ...
However currently there is no way to access version from 0.2-0.5 for the sake of completeness and preservation those versions should be available to download on the ...
- Wed Oct 04, 2023 1:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
- Replies: 2
- Views: 1430
Re: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
If a safe file is needed here's one I used for testing (testing with the dummy waterGhost entity from my mod, which is basically just a clone of the normal train stop that can be placed on water, normally not obtainable but that dosn't matter for testing).
Aside from that I've also tested the ...
Aside from that I've also tested the ...
- Wed Oct 04, 2023 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
- Replies: 2
- Views: 1430
[1.1.91] Train Limit dosn't get prerserved Train Stop is quick replaced/upgraded
When I fast replace/upgrade a train stop to another type of (modded) train stop, the train stops train limit get's reset to no train limit, I've tried multiple types of train stops and they all behave the same way.
I would expect the Train Limit to be preserved when upgrading to a diffrent type of ...
I would expect the Train Limit to be preserved when upgrading to a diffrent type of ...
- Wed Aug 23, 2023 12:56 pm
- Forum: Modding interface requests
- Topic: Add LuaEntity.adjacent_tile_bounding_box
- Replies: 0
- Views: 391
Add LuaEntity.adjacent_tile_bounding_box
You currently can't get an offshore pumps adjacent_tile_collision_box around it's position while respecting it's orientation, currently if you want the actual adjacent_tile bounding box for an offshore pump you would need to calculate it manually using the prototypes adjacent_tile_collision_box. It ...
- Wed Nov 02, 2022 12:54 pm
- Forum: Won't implement
- Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
- Replies: 7
- Views: 3000
Re: Add a way to hide/disable missing Item alerts for specific items or entitys
Ghosts serve exactly 1 purpose in the game logic: to be built at a later time by a robot. What you're asking for is to remove that 1 purpose. That says to me you don't want ghosts.
I'm going to put this into won't implement.
I know that arguing is about this is pointless and that nobody is ...
- Wed Oct 26, 2022 6:42 pm
- Forum: Won't implement
- Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
- Replies: 7
- Views: 3000
Re: Add a way to hide/disable missing Item alerts for specific items or entitys
I wonder if the desired effect could be achieved by searching for a suitable position to build each entity in the blueprint, build the ghost entity there and then immediately teleport it into the desired position on the water. Teleportation doesn't consider collision, it might be slower but it ...
- Wed Oct 26, 2022 8:06 am
- Forum: Won't implement
- Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
- Replies: 7
- Views: 3000
Re: Add a way to hide/disable missing Item alerts for specific items or entitys
I need my dummy entity's a ghost's because I need them to be placeable trough blueprints, the whole point of my mod is make blueprints placeable on water. To do that I need to convert everything in a blueprint into my water placeable dummy entity's that can be placed on water. The mod then auto ...
- Tue Oct 25, 2022 4:35 pm
- Forum: Won't implement
- Topic: Add a way to hide/disable missing Item alerts for specific items or entitys
- Replies: 7
- Views: 3000
Add a way to hide/disable missing Item alerts for specific items or entitys
Currently there is no way to exclude Entity or Items from missing item alerts, so my ghosts of my dummy Entitys will produce missing item alerts. I need some way to exclude or hide my entity/items from missing item alerts.
Possible Solutions:
-Don't show missing item alerts for items or Entitys that ...
Possible Solutions:
-Don't show missing item alerts for items or Entitys that ...
- Sat Oct 22, 2022 7:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.70] linked-belt missing from default mask collision-mask-util
- Replies: 1
- Views: 1930
[Klonan] [1.1.70] linked-belt missing from default mask collision-mask-util
The default_masks table in collision-mask-util is missing the default mask for linked-belt.
- Fri Oct 21, 2022 1:02 pm
- Forum: Modding interface requests
- Topic: Event for trying to place a blueprint.
- Replies: 3
- Views: 2138
Event for trying to place a blueprint.
I want to make a mod that automatically places ghost entities in a blueprint placed on water after landfill has been placed or automatically replaces the blueprint once landfill is build.
To do this I need an event to detect when there is an attempt to place a blueprint, this event needs to give me ...
To do this I need an event to detect when there is an attempt to place a blueprint, this event needs to give me ...
- Fri Oct 21, 2022 12:31 pm
- Forum: Won't implement
- Topic: on_pre_build event, but when unable to build
- Replies: 3
- Views: 1552
Re: on_pre_build event, but when unable to build
I need this (or something similar), I want to make a mod that automatically places ghosts of buildings on landfill, once the landfill has been build. To do that I need a way to detect when you try and fail to place an entity, including information about what you where trying to place including ...
- Fri Jul 08, 2016 9:50 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 135920
Re: [0.12.x][v0.12.10] Bob's Modules.
To the Error with 5d's Modules mod it the game does not start when both mods are enabled it gives me this error:
Error while loading item prototype "5d-speed-productivity-4" (module):
No such node (limitation_message_key)
Modifications: 5dim_module->bobmodules
Error while loading item prototype "5d-speed-productivity-4" (module):
No such node (limitation_message_key)
Modifications: 5dim_module->bobmodules
- Thu Jul 07, 2016 4:34 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 135920
Re: [0.12.x][v0.12.10] Bob's Modules.
I tested that mod togheter with 5dim's modules/Andrews Modules
It seems to be incompatible with both of these mods (Factorio version 0.13)
It seems to be incompatible with both of these mods (Factorio version 0.13)
- Wed Jul 06, 2016 5:19 pm
- Forum: Mods
- Topic: [MOD 0.12+]Unlimited upgrades_0.2.4 (04.09.16) Its back to the living
- Replies: 19
- Views: 41410
Re: [MOD 0.12.x]Unlimited upgrades_0.2.2 (4.07.16) Its back to the living
Can you please upload the mod to the offical mod portal?
- Wed Jul 06, 2016 1:41 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 353109
Re: [0.12.x][v0.12.10] Bob's Logistics mod
How long does it take util programmeble inserters are out?
- Tue Jul 05, 2016 12:22 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 353109
Re: [0.12.x][v0.12.10] Bob's Logistics mod
plase add stack inserters becouse I don't know any mod that adds very fast/express stack inserters
I don't need programmeble Inserters or somthing like that I only want diffrent version of stack inserters including very fast /express versions
I don't need programmeble Inserters or somthing like that I only want diffrent version of stack inserters including very fast /express versions
- Tue Jul 05, 2016 12:08 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 66776
Re: [MOD 0.12.x] K&L Inserters
How long do you thing the update will take?lyravega wrote:I have been waiting for the 0.13, delayed all the bugfixes and stuff and was looking for a feature in 0.13 but it didn't arrive. Nevertheless, now that I don't have any excuses, I'll start working on a new version.
- Tue Jul 05, 2016 11:34 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that add Tons of Tiers of everything
- Replies: 3
- Views: 2192
Re: Mod that add Tons of Tiers of everything
Yes but Bobs mods only adds aboud 3-4 Tiers I want more Tiers then that The only mod I know that does add 5-6 Tiers of everything is Dytech but that mod is outdated and I want even more Tiers then dytech gives me
- Mon Jul 04, 2016 3:09 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 177271
Re: [0.13.x] Bob's Mods: General Discussion
You shoud add all the dirent versions of stack insertrs in your mod