Search found 118 matches

by someone1337
Thu Nov 26, 2020 4:14 pm
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 4
Views: 71

Re: Mod ordering in author-page?

oh... ty. :)
by someone1337
Thu Nov 26, 2020 3:08 am
Forum: Bug Reports
Topic: [1.1.0] Infinity chests - GUI looks weird
Replies: 0
Views: 55

[1.1.0] Infinity chests - GUI looks weird

I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unfilter...
by someone1337
Thu Nov 26, 2020 2:59 am
Forum: Assigned
Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Replies: 3
Views: 149

Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy

Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems. :)

Also color picker disappears
by someone1337
Thu Nov 26, 2020 2:57 am
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 4
Views: 71

Mod ordering in author-page?

If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...

But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?

-> https://mods.factorio.com/user/someone1337
by someone1337
Tue Aug 25, 2020 2:36 am
Forum: Implemented mod requests
Topic: [RW] LuaEntity (tree type) "gray progress"
Replies: 2
Views: 175

Re: [RW] LuaEntity (tree type) "gray progress"

This!

There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
by someone1337
Mon Aug 24, 2020 9:04 pm
Forum: Pending
Topic: Spidertron repair bug
Replies: 4
Views: 331

Re: Spidertron repair bug

The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
by someone1337
Fri Aug 14, 2020 3:20 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 32650

Re: Friday Facts #359 - Crash site: The beginning

yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...

This would still solve the problem in a nicer way that the current dual-field solution. :)
by someone1337
Fri Aug 14, 2020 3:08 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58555

Re: Version 1.0.0

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 14, 2020 12:16 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 32650

Re: Friday Facts #359 - Crash site: The beginning

@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-dependency anyw...
by someone1337
Fri Aug 14, 2020 11:12 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 31778

Re: Friday Facts #360 - 1.0 is here!

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 07, 2020 11:05 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 32650

Re: Friday Facts #359 - Crash site: The beginning

:thumbsup: for the crash site in freeplay! @mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required...
by someone1337
Fri Jul 24, 2020 11:45 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 11477

Re: Friday Facts #357 - Nuke

Can I use nukes as landfill now? :)
by someone1337
Fri Jun 26, 2020 10:15 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 5937

Re: Friday Facts #353 - Trailer update

Bilka wrote:
Fri Jun 26, 2020 2:41 pm
someone1337 wrote:
Fri Jun 26, 2020 2:35 pm
Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
You can find the stable versions of previous releases on https://factorio.com/download/archive.
Awesome!
by someone1337
Fri Jun 26, 2020 2:35 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 5937

Re: Friday Facts #353 - Trailer update

Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
by someone1337
Wed Jun 17, 2020 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.32] Saving to a zip file overwrites the last selected save file.
Replies: 2
Views: 472

Re: [0.17.31] Saving to a zip file overwrites the last selected save file.

There seems to be another issue: Double-clicking on the list where its not covered by a save-file-name will perform the save or load action without any additional confirmations to the last selected filename. So when you select a savefile to be overwritten, then double-click on the list-pane, it will...
by someone1337
Fri Jun 12, 2020 1:11 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 18597

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new lightning tower is still nice!
by someone1337
Wed Jun 10, 2020 4:03 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 13931

Re: Version 0.18.31

FactorioBot wrote:
Wed Jun 10, 2020 11:01 am
Modding
  • Mods can now be loaded from directories with the name of the mod but no version number.
Easily the best change ever.
SuperSandro2000 wrote:
Wed Jun 10, 2020 2:51 pm
#bringBackTheOldDrill
You meant the crops watering system?
by someone1337
Fri May 29, 2020 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.28] Redundand interface text
Replies: 1
Views: 548

[0.18.28] Redundand interface text

The text "logistic requests" is redundand and just bloats the interface, making you lose one possible request-row. PS: Also personally I dislike the new not-tabbed, but still tabbed chest inventory look. It feels unclean. Therefore Iwould suggest to move the tabs to the right top part of the window ...
by someone1337
Wed May 27, 2020 1:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers
Replies: 3
Views: 691

Re: [0.18.27][Modding] Can't set any requests because the UI is broken with bigger containers

Twinsen wrote:
Wed May 27, 2020 12:19 pm
Fixed in Version: 0.18.28. Let me know if you find other similar issues after the fix.

Thanks for the report.
Is it also fixed for infinity chests?

I just posted it here: viewtopic.php?f=3&p=495888#p495888
by someone1337
Wed May 27, 2020 1:06 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 13867

Re: Version 0.18.27

Gui Logistic chests have a different layout. This seems to have broken my mod https://mods.factorio.com/mod/some-infinitychest (and https://mods.factorio.com/mod/Warehousing too) as the logistic and infinity filters are now at an unreachable position and its not possible to scroll down to them. :( ...

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