Adding my +1 for this.
This is especially useful if you want to make something customizable that doesn't even exists as a base value.
Example: Consider the "default" assembler blueprint with a requester and passive provider, where the recipe in the assembler is set via parameter, and the requester ...
Search found 41 matches
- Sun Nov 03, 2024 11:57 am
- Forum: Ideas and Suggestions
- Topic: Please add a button to add a new blueprint parameter variable
- Replies: 47
- Views: 5849
- Tue Oct 22, 2024 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] Achievement "Getting On Track Like A Pro" broken?
- Replies: 18
- Views: 3084
Re: Achievement "Getting On Track Like A Pro" broken?
Update: It turns out I didn't quite understand what MCRAkture had said in his reply above . I have now, and followin his advice to disable all the DLC "mods" from the ingame mod-ui, then loading the save (obviously not sync'n mods when prompted) and placing the loko from inventory worked, and the ...
- Tue Oct 22, 2024 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] Achievement "Getting On Track Like A Pro" broken?
- Replies: 18
- Views: 3084
Re: Achievement "Getting On Track Like A Pro" broken?
I also have this problem: the achievement doesn't trigger.
Game is a relatively normal game with base+dlc, no mods of course. No achievements show as "disabled" in the list.
Logs + Savegame attached.
I also added a screenshot where you can see the pinned achievement and the 2 locos I've crafted ...
Game is a relatively normal game with base+dlc, no mods of course. No achievements show as "disabled" in the list.
Logs + Savegame attached.
I also added a screenshot where you can see the pinned achievement and the 2 locos I've crafted ...
- Sun May 28, 2017 9:48 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 152932
Re: [0.12] Bugs, crashes & other issues
I can confirm the issue/conflict with petrochem reported above.
What I wanted to add is that it works fine with 1.0.8 so I have reverted to that for now at least.
What I wanted to add is that it works fine with 1.0.8 so I have reverted to that for now at least.
- Fri May 26, 2017 2:51 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 59592
Re: [0.14] What is it used for?
using this thread for feedback on it.
First of all, thanks for the update/maintenance! Navigating through the list is a huge help and makes this mod massively more useful than it already was.
I do have a bug to report though: Some recipes are just missing in some contexts but work fine in others ...
First of all, thanks for the update/maintenance! Navigating through the list is a huge help and makes this mod massively more useful than it already was.
I do have a bug to report though: Some recipes are just missing in some contexts but work fine in others ...
- Fri May 26, 2017 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Crash-to-desktop when using nanobots (modded)
- Replies: 4
- Views: 2284
Re: [0.15.14] Crash-to-desktop when using nanobots (modded)
Wow that was fast, thank you (as always)!
- Fri May 26, 2017 1:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Crash-to-desktop when using nanobots (modded)
- Replies: 4
- Views: 2284
[0.15.14] Crash-to-desktop when using nanobots (modded)
I've encountered a game-crash when deconstructing some trees using nanobots in a game newly converted from 0.15.13 to 0.15.14.
This is a regression, the crash doesn't happen under identical circumstances with 0.15.13
The save is quite heavily modded (bobs, angels, ...), so I've also included my mod ...
This is a regression, the crash doesn't happen under identical circumstances with 0.15.13
The save is quite heavily modded (bobs, angels, ...), so I've also included my mod ...
- Fri May 19, 2017 3:32 pm
- Forum: Angels Mods
- Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
- Replies: 3
- Views: 2309
Re: Minimal mod-config for Angel's Smelting: Game doesn't load
I know Smelting is still in beta, can/will it be adjusted so it doesn't need Bob's Electronics eventually?
Especially considering it doesn't have an actual dependency on it, it seems like it's not intended to be like this forever?
If someone could give me a pointer or two on how to do this, I'd ...
Especially considering it doesn't have an actual dependency on it, it seems like it's not intended to be like this forever?
If someone could give me a pointer or two on how to do this, I'd ...
- Mon May 15, 2017 6:24 pm
- Forum: Angels Mods
- Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
- Replies: 3
- Views: 2309
Re: Minimal mod-config for Angel's Smelting: Game doesn't load
You need Bob's Electronics.
Yes, I thought I might from the error message.
The main reason for this report is that this isn't specified as a dependency (neither optional nor a required one).
What I don't quite understand is why though, from what I've seen of the Smelting, it's not exactly doing a ...
Yes, I thought I might from the error message.
The main reason for this report is that this isn't specified as a dependency (neither optional nor a required one).
What I don't quite understand is why though, from what I've seen of the Smelting, it's not exactly doing a ...
- Mon May 15, 2017 5:20 pm
- Forum: Angels Mods
- Topic: Minimal mod-config for Angel's Smelting: Game doesn't load
- Replies: 3
- Views: 2309
Minimal mod-config for Angel's Smelting: Game doesn't load
Hello!
I wanted to play a mostly-vanilla game, but have the additional pre-processing of ores from Angel's Smelting enabled. Since that requires petrochem and a few of bobs mods, I have of course enabled those. I don't really know if the resulting game is what I'm looking for, but when I assemble a ...
I wanted to play a mostly-vanilla game, but have the additional pre-processing of ores from Angel's Smelting enabled. Since that requires petrochem and a few of bobs mods, I have of course enabled those. I don't really know if the resulting game is what I'm looking for, but when I assemble a ...
- Sat Feb 25, 2017 4:07 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 60159
Re: Friday Facts #179 - New resource graphics & concrete
Yea cause we need an update to do that... rightvaderciya wrote:0.15 is going to be the update that gets people to play another couple hundred hours!!
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
- Fri Feb 24, 2017 10:17 pm
- Forum: News
- Topic: Friday Facts #179 - New resource graphics & concrete
- Replies: 107
- Views: 60159
Re: Friday Facts #179 - New resource graphics & concrete
I really hope you find a way to make the generation not be entirely in-house (I presume it is at least for the moment). Mods being able to use this to the full effect, not just recolor the existing ores, would be phenomenal! Mostly thinking about Bob's and Angel's obviously, but it's an important ...
- Sun Jan 08, 2017 1:26 pm
- Forum: Modding discussion
- Topic: [Solved]Export Game Event Data and Players to Log File again
- Replies: 11
- Views: 4614
Re: Export Game Event Data [and Player Names to Log File again]
I'd also very much like to know, so: bump ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sun Jul 03, 2016 10:50 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 169642
Re: Bugs and problems
5dimm won't load at all without the boblibrary dependency. With Bob's it has that transport error. That's a lot of lua files to change.
No, it's exactly four files. All of the files that need changing are from 5dim_transport_0.13.0. In case you don't have a way to search for file content, these ...
No, it's exactly four files. All of the files that need changing are from 5dim_transport_0.13.0. In case you don't have a way to search for file content, these ...
- Sat Jul 02, 2016 12:05 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 169642
Re: Bugs and problems
can confirm that transport is not loading on factorio 0.13.3 (using the current factorio mod portal version of all mods) with the message mentioned.
As a workaround, replacing all occurrences of "basic-transport-belt" with "transport-belt" in all .lua file of -transport does the trick though :)
As a workaround, replacing all occurrences of "basic-transport-belt" with "transport-belt" in all .lua file of -transport does the trick though :)
- Tue Jun 28, 2016 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] Mod-Updates seem to succeed, but actually fail
- Replies: 1
- Views: 1578
[0.13.0] [Hanziq] Mod-Updates seem to succeed, but actually fail
Hello,
the two other issues that seem somewhat similar seems different enough to open my own topic, hope I'm right on this ;)
TL;DR: Mods seem to be able to update, but downloaded zip-files are just broken XML-Responses. Bug is reproducible for me.
I've just updated by downloading the Win-x64-zip ...
the two other issues that seem somewhat similar seems different enough to open my own topic, hope I'm right on this ;)
TL;DR: Mods seem to be able to update, but downloaded zip-files are just broken XML-Responses. Bug is reproducible for me.
I've just updated by downloading the Win-x64-zip ...
- Wed Mar 30, 2016 11:24 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343082
Re: [MOD 0.12.27+] SmartTrains 0.3.80
I'm trying to setup a train to only depart a smart stop if a resource is below a certain amount in a series of smart chests.
Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put ...
Figured it would be simple but I must be missing something. I connected the chests to a powerline and it is showing 46k. I then connect that to the light on the stop and put ...
- Mon Mar 28, 2016 9:58 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343082
Re: [MOD 0.12.27+] SmartTrains 0.3.78
Download-Link in the OP doesn't work, the one in the post above this one does, however.
- Sat Mar 26, 2016 3:37 am
- Forum: News
- Topic: Friday Facts #131 - Roadmap shuffle
- Replies: 114
- Views: 66051
Re: Friday Facts #131 - Roadmap shuffle
Great FF again, getting more and more impatient about 0.13...
I do have a comment about the achievement-icons though: I assume that the framing is copper, silver and gold. But copper and gold are way too similar. If you only saw the copper icon by itself (not next to the gold one), it would be hard ...
I do have a comment about the achievement-icons though: I assume that the framing is copper, silver and gold. But copper and gold are way too similar. If you only saw the copper icon by itself (not next to the gold one), it would be hard ...
- Mon Mar 21, 2016 11:16 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 343082
Re: [MOD 0.12.12+] SmartTrains 0.3.75
Yes, that's intentional, and the signal doesn't come from the buffer chests but from the base. The signal means "Depot still has stuff, no reason to bring more", so it's meant to nullify the "green" signal. The train only leaves when it's full and the depot actually needs the stuff (same or similar ...