Search found 102 matches

by _npo6ka_
Sun May 19, 2019 9:54 pm
Forum: Ideas and Suggestions
Topic: Advanced Technology Queue
Replies: 1
Views: 777

Advanced Technology Queue

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 studies...
by _npo6ka_
Fri Apr 19, 2019 2:25 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

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 on a tec...
by _npo6ka_
Wed Mar 20, 2019 4:18 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

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 cho...
by _npo6ka_
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: 1868

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 technolog...
by _npo6ka_
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: 1868

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 technolog...
by _npo6ka_
Tue Mar 19, 2019 9:03 am
Forum: Modding help
Topic: 0.17 Resource generation
Replies: 10
Views: 3483

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 a duct ...
by _npo6ka_
Mon Mar 18, 2019 9:56 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 133595

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...
by _npo6ka_
Mon Mar 18, 2019 9:35 pm
Forum: Modding help
Topic: 0.17 Resource generation
Replies: 10
Views: 3483

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 checked yo...
by _npo6ka_
Mon Mar 18, 2019 7:30 am
Forum: Modding help
Topic: 0.17 Resource generation
Replies: 10
Views: 3483

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 clearl...
by _npo6ka_
Sun Mar 17, 2019 8:35 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

Re: [MOD 0.15.15+] FNEI 0.1.12

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.
Thanks for helping. Fixed in 0.2.2.
by _npo6ka_
Fri Mar 15, 2019 6:22 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

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 g...
by _npo6ka_
Thu Mar 14, 2019 12:59 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

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 g...
by _npo6ka_
Fri Mar 01, 2019 5:07 pm
Forum: Minor issues
Topic: [0.17.3] Biter corpses cover items on ground
Replies: 0
Views: 563

[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/v851128011/c...
by _npo6ka_
Thu Feb 28, 2019 9:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Unknown key: "gui.not-operable"
Replies: 1
Views: 669

[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"
Image
by _npo6ka_
Mon Nov 05, 2018 10:18 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

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 that eve...
by _npo6ka_
Mon Nov 05, 2018 10:14 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59330

Re: [MOD 0.15.15+] FNEI 0.1.10

SuperSandro2000 wrote: ↑
Mon Nov 05, 2018 9:18 pm
Why did you disable open tech? I liked that feature.
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.
by _npo6ka_
Thu Oct 18, 2018 12:13 pm
Forum: Mod portal Discussion
Topic: Integrating Mod packs into the Mod portal
Replies: 16
Views: 9014

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...
by _npo6ka_
Thu Oct 18, 2018 11:18 am
Forum: Ideas and Requests For Mods
Topic: Research system without science packs..?
Replies: 3
Views: 1781

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.
by _npo6ka_
Thu Jul 19, 2018 1:22 pm
Forum: Mod portal Discussion
Topic: [Suggestion] Favorite mods
Replies: 1
Views: 1161

[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.
by _npo6ka_
Thu Jul 05, 2018 11:54 am
Forum: Not a bug
Topic: [0.16.50] I can not create a recipe
Replies: 3
Views: 1341

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 us...

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