In version 0.17 a very useful feature is the technological queue. I constantly use it and come across 2 problemies that cause irritation.
https://pp.userapi.com/c849216/v849216944/1912b6/yiA8srkxu8Q.jpg
1) The progress of the study is shown only in the first study in the queue. The remaining ...
Search found 102 matches
- Sun May 19, 2019 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Technology Queue
- Replies: 1
- Views: 1033
- Fri Apr 19, 2019 2:25 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.2.2
I'm not exactly sure when this started happening, but sometime recently FNEI started granting me technologies when trying to open the tech tree from within FNEI.
...
I have experienced exactly the same thing. I ran the game with standard output showing and this is the result when you click ...
- Wed Mar 20, 2019 4:18 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.2.2
Im sorry to say, but Im getting exactly the same problem that Unifire described, running 0.2.2. I can open usage of items, but the window disappears whenever you left click anything for a recipe. My factorio log shows the same log entries as well.
[FNEI][ERROR] <FNCustomEvents> FNEI: event main ...
- Wed Mar 20, 2019 3:44 pm
- Forum: Not a bug
- Topic: [Oxyd] [0.17.14] Empty research queue when opening from mod
- Replies: 4
- Views: 2512
Re: [Oxyd] [0.17.14] Empty research queue when opening from mod
This is a bug or feature in FNEI itself: It explicitly clears the research queue before opening the technology window. Try contacting FNEI's author to see if it can be fixed.
Improvement:
Maybe all the same you will think about adding the possibility of opening a certain technology in the ...
- Wed Mar 20, 2019 9:41 am
- Forum: Not a bug
- Topic: [Oxyd] [0.17.14] Empty research queue when opening from mod
- Replies: 4
- Views: 2512
Re: [Oxyd] [0.17.14] Empty research queue when opening from mod
This is a bug or feature in FNEI itself: It explicitly clears the research queue before opening the technology window. Try contacting FNEI's author to see if it can be fixed.
Improvement:
Maybe all the same you will think about adding the possibility of opening a certain technology in the ...
- Tue Mar 19, 2019 9:03 am
- Forum: Modding help
- Topic: 0.17 Resource generation
- Replies: 10
- Views: 4533
Re: 0.17 Resource generation
I have had the same issue.
It looks like incrementing the number over the hard-coded amount of ores in the game doesnt make much difference until you go much higher.
I fixed the issue in my mod by doing this:
resource_index = resource_autoplace.get_next_resource_index()+30,
However, this is ...
- Mon Mar 18, 2019 9:56 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 178369
Re: [0.17] Please post bugs and balance issues here.
Hello. I am working on modifying the Xander mod under version 17 and I discovered a problem with ore generation . I decided to check your mod, and your mod has the same problem. Some ores spawn at the same point, it can be clearly seen in the picture. Is this a flaw in our code or is it a bug report ...
- Mon Mar 18, 2019 9:35 pm
- Forum: Modding help
- Topic: 0.17 Resource generation
- Replies: 10
- Views: 4533
Re: 0.17 Resource generation
I've just started to learn modding, and as I know it depends on resource_index. But get_next_resource_index() is calculated separately 0-1-2-... for base and 0-1-2-... for mod. Resources with similar index are placed together. I don't know how to fix it, more experienced modder needed.
I ...
- Mon Mar 18, 2019 7:30 am
- Forum: Modding help
- Topic: 0.17 Resource generation
- Replies: 10
- Views: 4533
0.17 Resource generation
I'm trying to write my own generation of resources, but unfortunately I can not find detailed information about the generation of resources in version 0.17.
I took the BobOres mod as a basis, and got such a problem. Some ores are generated in the same place overlapping each other. The picture ...
I took the BobOres mod as a basis, and got such a problem. Some ores are generated in the same place overlapping each other. The picture ...
- Sun Mar 17, 2019 8:35 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.1.12
Thanks for helping. Fixed in 0.2.2.kaszak696 wrote: Sat Mar 16, 2019 7:49 am_npo6ka_ wrote: Fri Mar 15, 2019 6:22 pm I can't reproduce this error on version 0.17. Could you attach your save file here. Thanks for the feedback.
I atteched it, and a full log. Mod list is full Pyanodon suite, Bio Industries, Loaders, and a couple of QOL mods.
- Fri Mar 15, 2019 6:22 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.1.12
Hi i was wondering if there are people having a solution for this "bug" https://mods.factorio.com/mod/FNEI/discussion/5c04713e59db40000d1bceca
I just ran into this bug with Pyanodon's mods when I clicked on SynGas from the search both the FNEI window and icon disappeared. Restarting the ...
- Thu Mar 14, 2019 12:59 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.1.12
Hi i was wondering if there are people having a solution for this "bug" https://mods.factorio.com/mod/FNEI/discussion/5c04713e59db40000d1bceca
I just ran into this bug with Pyanodon's mods when I clicked on SynGas from the search both the FNEI window and icon disappeared. Restarting the ...
- Fri Mar 01, 2019 5:07 pm
- Forum: Minor issues
- Topic: [0.17.3] Biter corpses cover items on ground
- Replies: 0
- Views: 788
[0.17.3] Biter corpses cover items on ground
I played on a public server and noticed the following picture.
1) Items lying on the ground are covered with the texture of the killed worm. It looks weird.
2) The worm under the wall also looks strange, perhaps it works correctly, but it seems unfinished.
https://pp.userapi.com/c851128 ...
1) Items lying on the ground are covered with the texture of the killed worm. It looks weird.
2) The worm under the wall also looks strange, perhaps it works correctly, but it seems unfinished.
https://pp.userapi.com/c851128 ...
- Thu Feb 28, 2019 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Unknown key: "gui.not-operable"
- Replies: 1
- Views: 913
[0.17.2] Unknown key: "gui.not-operable"
I was learning and faced with such a problem. I tried to put the iron plate in the loader with ctrl + left click and saw a strange message. I think this is a flaw: Unknown key: "gui.not-operable"


- Mon Nov 05, 2018 10:18 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.1.9
First of all, awesome mod. Made my life a lot easier recently when I started bobs'n'angels. :D
I took the liberty and did some updates to the codebase, and opened two pull requests on github.
#1 Added an external interface to localised item name search
Localised item name search is a topic ...
- Mon Nov 05, 2018 10:14 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 72633
Re: [MOD 0.15.15+] FNEI 0.1.10
Perhaps I did not correctly describe the changes, but it should be like this: Now everyone can open the technology tree from the default FNEI interface.SuperSandro2000 wrote: Mon Nov 05, 2018 9:18 pm Why did you disable open tech? I liked that feature.
- Thu Oct 18, 2018 12:13 pm
- Forum: Mod portal Discussion
- Topic: Integrating Mod packs into the Mod portal
- Replies: 16
- Views: 12601
Re: Integrating Mod packs into the Mod portal
Unfortunately, there are a large number of good but not completed mods. I have already created my mod pack and I know how difficult it is to correct errors in other mods. Leaving the mods unchanged also does not work out, some mods can conflict with each other to some extent, but I would like to see ...
- Thu Oct 18, 2018 11:18 am
- Forum: Ideas and Requests For Mods
- Topic: Research system without science packs..?
- Replies: 3
- Views: 2485
Re: Research system without science packs..?
You can add a building that will make the recearch available for study.
For example, in order to make a stone wall available for study, you need to buy this recearch for 10 stone bricks.
For example, in order to make a stone wall available for study, you need to buy this recearch for 10 stone bricks.
- Thu Jul 19, 2018 1:22 pm
- Forum: Mod portal Discussion
- Topic: [Suggestion] Favorite mods
- Replies: 1
- Views: 1405
[Suggestion] Favorite mods
Hello.
Perhaps this proposal has already been mentioned earlier, but I would like to see this function in the mod portal. I propose to implement the ability to add mods to favorites. I would also like to see a list of my favorite mods.
Thank you for making the portal better.
Perhaps this proposal has already been mentioned earlier, but I would like to see this function in the mod portal. I propose to implement the ability to add mods to favorites. I would also like to see a list of my favorite mods.
Thank you for making the portal better.
- Thu Jul 05, 2018 11:54 am
- Forum: Not a bug
- Topic: [0.16.50] I can not create a recipe
- Replies: 3
- Views: 1725
Re: [0.16.50] I can not create a recipe
Long-time bug, when there are multiple unlocked ways to produce a resource (in this case the pulp), I've heard that the game uses the most recently unlocked method when handcrafting dependencies, even if that particular recipe doesn't work in handcrafting.
It uses the one that the mod(s) said to ...
It uses the one that the mod(s) said to ...