Search found 30 matches
- Fri Mar 15, 2019 10:25 pm
- Forum: Not a bug
- Topic: [0.17.12] Number of effect sources wrong in Assembler info panel
- Replies: 2
- Views: 993
Re: [0.17.12] Number of effect sources wrong in Assembler info panel
Then maybe exclude modules in machine itself from this counter? Then the number will tell only how many beacons are affecting the machine. Right now it's inconsistent... I have value 4 because of modules, plus 1 more because of beacon vicinity. This is definitely very low priority thing either way, ...
- Fri Mar 15, 2019 1:23 pm
- Forum: Not a bug
- Topic: [0.17.12] Number of effect sources wrong in Assembler info panel
- Replies: 2
- Views: 993
[0.17.12] Number of effect sources wrong in Assembler info panel
Hi, Assembler info panel incorrectly reports how many "Effect sources" it has. This number goes +1 for every module in machine, and +1 for every Beacon - doesn't count how many modules are actually in a beacon. It's either a bug or at least inconsistency I think. https://i.imgur.com/pghpEf...
- Tue Dec 26, 2017 12:40 pm
- Forum: Not a bug
- Topic: 0.16.7 Roboports Repair Packs get taken by Requester Chest
- Replies: 7
- Views: 2908
Re: 0.16.7 Roboports Repair Packs get taken by Requester Chest
This is so wrong... unless I am too stupid to come up with new solution Like what's your idea now on how do we maintain areas with Repair packs close to roboports and supply them now? Cannot use requester chest to fill the roboport - loop. Cannot use requester chest to fill provider chest - loop. An...
- Mon Dec 25, 2017 7:50 pm
- Forum: Not a bug
- Topic: 0.16.7 Roboports Repair Packs get taken by Requester Chest
- Replies: 7
- Views: 2908
Re: 0.16.7 Roboports Repair Packs get taken by Requester Chest
That's working correctly. Just came to report this bug also - after putting requester chests by hand next to mine 100 roboports..., but since it's already reported - my comment: That cannot be true. This collides with common sense. What is the reason to have this slots for repair packs there then? ...
- Fri Dec 15, 2017 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.2] Mining speed incorrect for mining drills
- Replies: 2
- Views: 2567
[Rseding91] [0.16.2] Mining speed incorrect for mining drills
Hi Burner mining drill item says it has 0,35 mining speed, but after placement the entity says it has 1,35 mining speed ( +1 ). The same goes for the electric mining drill, and my new modded drill - always entity says mining speed is +1 than what item says. Tested this also in game with all mods dis...
- Mon May 15, 2017 10:27 am
- Forum: Duplicates
- Topic: [0.15.x] Miner over uranium and something else doesn't work
- Replies: 0
- Views: 805
[0.15.x] Miner over uranium and something else doesn't work
Hi, I know it was already posted and got "Not a bug" label... but maybe it wasn't thought through much and discussed with whole team? Please revisit and if devs really decide it to stay this way then please post clear explanation. https://forums.factorio.com/viewtopic.php?f=23&t=44879 ...
- Sun May 14, 2017 1:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] [Oxyd] Renaming b.print book impossible while bots deliver
- Replies: 4
- Views: 3059
Re: [0.15.10]Renaming b.print book impossible while bots deliver
I just came to report exactly the same... Robot delivering something cancels blueprint rename.
- Fri May 12, 2017 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Postpone research window popup while blueprint GUI is open
- Replies: 0
- Views: 816
Postpone research window popup while blueprint GUI is open
TL;DR Please make research window not popup if I currently work with blueprint. What ? Please make research window not popup if I currently have blueprint GUI opened (like I'm making new blueprint - setting icons, naming it, etc...), instead open it when I save blueprint (Check icon), or cancel it ...
- Fri May 12, 2017 3:49 pm
- Forum: Implemented Suggestions
- Topic: Stack Filters for Chest, Vehicles and others
- Replies: 8
- Views: 13835
Re: Stack Filters for Chest, Vehicles and others
+1! Need filters in any type of container...
Also, quick drag&drop (actually, drag & filter) would be nice addition to middle mouse button filters creation.
Also, quick drag&drop (actually, drag & filter) would be nice addition to middle mouse button filters creation.
- Fri May 12, 2017 3:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Rotate belt when placed in a different direction
- Replies: 2
- Views: 1771
Re: [0.15] Rotate belt when placed in a different direction
+1 to OP suggestion.
ricktor16 - it's not about rotating the belt, but about placing different belt, or same belt but faced other direction, on existing belt (replacing it).
ricktor16 - it's not about rotating the belt, but about placing different belt, or same belt but faced other direction, on existing belt (replacing it).
- Fri Apr 07, 2017 4:24 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 48255
Re: Friday Facts #185 - Progress report
Come on... Write some longer FFFs - I'm waiting whole week for those
- Tue Aug 30, 2016 1:58 pm
- Forum: Implemented Suggestions
- Topic: Stack Filters for Chest, Vehicles and others
- Replies: 8
- Views: 13835
Re: Stack Filters for Chest, Vehicles and others
*BUMP* It's been suggested for years now, any chance filters for chest could come up soon? Or at least a way for mods to create such chests?
- Sat Aug 06, 2016 8:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] Input loaders are not set back to active state
- Replies: 5
- Views: 3430
Re: [0.13.4] Input loaders are not set back to active state
Yes yes yes thanks!
- Sat Jul 09, 2016 11:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4][posila] [Loaders] Crash while mining entities
- Replies: 3
- Views: 2672
Re: [0.13.4] Crash while mining entities
I was affraid so :( But they are so cool and helpful! :evil: While I could live with that and keep in mind to first mine surrounding entities, then loaders, I already found another bug with loaders :( Few times I saw that they stop working, last time it was when loader filled chest to full - it like...
- Sat Jul 09, 2016 8:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4][posila] [Loaders] Crash while mining entities
- Replies: 3
- Views: 2672
[0.13.4][posila] [Loaders] Crash while mining entities
Hi, My game crashed during mining entities. Attached you will find my mods folder, as I have bunch of them, and some modified a bit. Also log file and a savegame. https://www.dropbox.com/s/ewzp5oersr0ye3m/20160709_crash_save.zip?dl=0 https://www.dropbox.com/s/sahbk3w6cmbyvft/20160709_crash_mods.zip?...
- Fri Jul 01, 2016 6:57 pm
- Forum: Not a bug
- Topic: [0.13.1] Auto updater fails (other versions probably too)
- Replies: 4
- Views: 1457
[0.13.1] Auto updater fails (other versions probably too)
Hi, Auto updater fails (0.13.1 -> 0.13.2 right now) when it tries to overwrite (or remove?) file which doesn't exist. In my case it's factorio.pdb. I keep my whole game folder on SVN so it's synced between PCs :) And on SVN i tend to ignore .pdb files on global. Message is "Error when opening Q...
- Wed Jun 29, 2016 10:47 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 281113
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
Hey guys, there is a known issue that is pretty annoying, the clockwork riflebot "deploy" recipe is disabled every time you load a save game, I will be fixing this one and releasing a new patch version 0.1.42 in the next two days, after i've found any more bugs. Please see how to fix this...
- Tue Jun 28, 2016 3:38 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 281113
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
Hi, I just installed your mod in Factorio 13, and Droid Assembler is not working. In log output there is whole lot of entries: 03:08:36: WARNING: global droidassemblers list does not exist! What I did is I started fresh game in Factorio 13, and after some time I added your mod - so it wasn't there s...
- Fri Nov 07, 2014 9:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59418
Re: [Mod 0.11.x] Equalizer chests v1.0.0
Yes, that's actually ok :) I guess i might as well remove that bit, because it isn't needed. Removal makes the entity invalid (entity.valid = false), all the code that interacts with chests checks for that valid flag, and in the tick-loop, if the entity is invalid, it gets removed at that moment. A...
- Fri Nov 07, 2014 3:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59418
Re: [Mod 0.11.x] Equalizer chests v1.0.0
I didn't use this yet but checked source and is this ok?:
You don't seem to check for removed chests atm.
Code: Select all
--game.onevent(defines.events.onpreplayermineditem, removedEntity)
--game.onevent(defines.events.onrobotpremined, removedEntity)
--game.onevent(defines.events.onentitydied, removedEntity)