Search found 29 matches
- Wed Jul 04, 2018 4:33 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 130805
Re: [MOD 0.16] Bulk Rail Loaders
Could you post a save and a screenshot? I'll have a look at what might be happening.
Sure. Let me first try to reduce the (somewhat huge) number of mods I play with down to the smallest subset that shows the issue. I did try it with plain old train cars and loaders, and I do see the "loading ...
- Tue Jul 03, 2018 11:45 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 130805
Re: [MOD 0.16] Bulk Rail Loaders
I've been using this mod for a while now, but I suddenly find two major issues:
One, it is not working. I have a 8 car train loader set up, where the first two work, third does not, fourth works, the next 3 do not, and the last one works. They are all spaced properly as much as I can tell.
Second ...
One, it is not working. I have a 8 car train loader set up, where the first two work, third does not, fourth works, the next 3 do not, and the last one works. They are all spaced properly as much as I can tell.
Second ...
- Sun Dec 31, 2017 10:15 pm
- Forum: General discussion
- Topic: Why are radars square?
- Replies: 10
- Views: 4326
Re: Why are radars square?
The radar hardware is technically capable of scanning a circular zone (and much if the weather is decent). However, the person who crafted your radars (or who configured your assembler(s) to manufacture them) is afflicted with obsessive-compulsive disorder and thus has coded the radar controller ...
- Sun Dec 31, 2017 10:13 pm
- Forum: General discussion
- Topic: Why are radars square?
- Replies: 10
- Views: 4326
Re: Why are radars square?
In a real radar, it would scan around in an arc, and that same concept could be used here. Scanning speed would be equal to angular velocity, so it may take some time (say, five minutes) to scan along every radial from 0º to 360º. Then we could get improved radars for speed of rotation and range ...
- Sun Dec 31, 2017 8:32 pm
- Forum: General discussion
- Topic: Why are radars square?
- Replies: 10
- Views: 4326
Why are radars square?
Radars should scan a circular area around them, not a square around them. Gun turrets are circular for instance. I know it's handy to have them be square so you can tile them for full, easy coverage; however, I think it'd be more challenging to have them be circular, and perhaps even scan in an arc ...
- Sun Dec 31, 2017 7:48 pm
- Forum: Technical Help
- Topic: Crash in 0.16.9 when modifying filter on requestor chest
- Replies: 5
- Views: 2270
Re: Crash in 0.16.9 when modifying filter on requestor chest
While things don't crash anymore, it seems sometimes when placing chests by robot from a blueprint, the chests don't begin receiving items. Taking another chest and pasting in the requestor parameters seems to make it start, even though there was no perceivable change in the UI.
- Sat Dec 30, 2017 8:47 pm
- Forum: Technical Help
- Topic: Player inventory seems to "flash" 0.16.11
- Replies: 0
- Views: 663
Player inventory seems to "flash" 0.16.11
Sometimes, even when items are not being added or removed, the inventory displayed via 'e' seems to blink. This seems to happen shortly after opening it. This may happen more with a larger inventory, I'm not sure.
- Sat Dec 30, 2017 2:15 pm
- Forum: Technical Help
- Topic: Crash in 0.16.9 when modifying filter on requestor chest
- Replies: 5
- Views: 2270
Re: Crash in 0.16.9 when modifying filter on requestor chest
It looks like 0.16.10 does not crash. Thanks!Koub wrote:Can you update to 0.16.10 and tell us if the issue persists ?
- Sat Dec 30, 2017 4:08 am
- Forum: Technical Help
- Topic: Crash in 0.16.9 when modifying filter on requestor chest
- Replies: 5
- Views: 2270
Re: Crash in 0.16.9 when modifying filter on requestor chest
BTW, if others find this defect annoying until it's fixed, one trick is to cut power to all roboports, let them drain entirely, then turn power back on. This resets things globally and seems to work.
- Sat Dec 30, 2017 12:39 am
- Forum: Technical Help
- Topic: Crash in 0.16.9 when modifying filter on requestor chest
- Replies: 5
- Views: 2270
Re: Crash in 0.16.9 when modifying filter on requestor chest
This seems to have something to do with the Engine Unit request that is set. If I hover over that one item, I see "satisfaction 13/9, on the way 0, logistic storage 1026. However, none are actually being delivered. If I try to touch that request entry by removing it, I get the crash as reported ...
- Sat Dec 30, 2017 12:31 am
- Forum: Technical Help
- Topic: Crash in 0.16.9 when modifying filter on requestor chest
- Replies: 5
- Views: 2270
Crash in 0.16.9 when modifying filter on requestor chest
Factorio crashed. Generating symbolized stacktrace, please wait ...
#0 0x00000001009b8252 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:471)
#1 0x0000000100170759 in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::__1::basic_string<char, std::__1::char ...
#0 0x00000001009b8252 in Logger::logStacktrace(StackTraceInfo*) (in factorio) (Logger.cpp:471)
#1 0x0000000100170759 in Logging::logAndAbortOrThrow(char const*, unsigned int, LogLevel, std::__1::basic_string<char, std::__1::char ...
- Fri Dec 15, 2017 3:19 am
- Forum: Modding help
- Topic: get_circuit_connector_sprites() from base
- Replies: 3
- Views: 2065
get_circuit_connector_sprites() from base
I have a mod which uses get_circuit_connector_sprites(), which used to be defined all the time, but now is in a file in base. Short of duplicating this file, is there a way to require() a file from base?
Also, when just duplicating the code, the graphics get_circuit_connector_sprites() refers to ...
Also, when just duplicating the code, the graphics get_circuit_connector_sprites() refers to ...
- Tue Oct 03, 2017 5:38 pm
- Forum: Technical Help
- Topic: Unable to update / download mods
- Replies: 0
- Views: 784
Unable to update / download mods
It seems today, I cannot reliably connect to the mod portal through the game. I'm not sure what URL it's using, but the mods.factorio.com URL does work in my browser, although it is slow (which is not unusual, at least on initial connect)
When I can connect, choosing "check for updates" followed by ...
When I can connect, choosing "check for updates" followed by ...
- Mon Feb 20, 2017 2:00 am
- Forum: Bob's mods
- Topic: Bottled sulphur dioxide
- Replies: 1
- Views: 1374
Bottled sulphur dioxide
Was the bottling of this overlooked, or intentional? Or am I missing where to do it? Pretty much every other gas or liquid can be bottled in some way, so I'm guessing this is an accidental omission.
- Thu Jan 19, 2017 8:30 pm
- Forum: Technical Help
- Topic: Reading data from a file or other external source
- Replies: 4
- Views: 1833
Re: Reading data from a file or other external source
Thanks for the cool hack from hell, but I was hoping I would not have to hack the binary quite that much. I may try this later if needed, but it really seems like I should just be able to say "danger mode=true" somewhere. :)
I'll wait and see if I can get other replies, ideally from a developer.
I'll wait and see if I can get other replies, ideally from a developer.
- Thu Jan 19, 2017 8:11 pm
- Forum: Technical Help
- Topic: Reading data from a file or other external source
- Replies: 4
- Views: 1833
Reading data from a file or other external source
For a Hack Day project here at work, which is happening right now, we would love a way to be able to read a JSON or other content into a mod, and use that to control signals. I'm willing to write all the parts other than the one I cannot: the reading of a file.
Is there any way I can enable this ...
Is there any way I can enable this ...
- Tue Dec 27, 2016 6:07 pm
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 11006
Re: blueprint string viewer
Technically, I think it's just Deflated, as it does not have a gzip header from what I can tell.It's BASE64 encoded and GZipped.
- Wed Dec 21, 2016 10:38 pm
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 11006
Re: blueprint string viewer
I love the idea! Do you intend to keep the source private, or would you consider hosting it on GitHub to allow others to contribute?
Right now it's private mostly because it's in its infancy. However, if you are offering to help contribute... I'm interested in that, and plans can change. What I ...
Right now it's private mostly because it's in its infancy. However, if you are offering to help contribute... I'm interested in that, and plans can change. What I ...
- Tue Dec 20, 2016 6:15 am
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 11006
Re: blueprint string viewer
Might be useful if implemented with the blueprint share sites. The users often post blueprints, but no picture.
That's the plan.
Well, sort of. I think my ultimate plan is to provide a blueprint management site, although I do see some hints that 0.15 will have loading and saving of them more ...
That's the plan.
Well, sort of. I think my ultimate plan is to provide a blueprint management site, although I do see some hints that 0.15 will have loading and saving of them more ...
- Fri Dec 16, 2016 10:22 am
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 11006
blueprint string viewer
A while back, someone posted about an online blueprint string viewer. AFAIK, that is no longer available. Am I wrong, and if so, what is the URL?
I have started writing one, but it's going to be tedious to get right; before I go too far down this rabbit hole, I want to make sure I'm not repeating ...
I have started writing one, but it's going to be tedious to get right; before I go too far down this rabbit hole, I want to make sure I'm not repeating ...