Search found 31 matches

by Darkestnoir
Sat Aug 01, 2026 10:49 pm
Forum: Ideas and Suggestions
Topic: Count rich text icons as one (or a few) characters for train stops
Replies: 5
Views: 3064

Re: Count rich text icons as one (or a few) characters for train stops

+1 Still an issue in 2.1.x

I use parameters to fill the station names with the item icon that are delivered or requested from them, but even its possible to use all 10 default parameters, when the get swapped for the actual items, the name/icons get cut off (especially with modded ones).

Train ...
by Darkestnoir
Sat Nov 02, 2024 12:04 am
Forum: Pending
Topic: [Kovarex] [2.0.9] Parameterized Blueprint: Variables with same default value are not working as intended
Replies: 4
Views: 2183

Re: [Kovarex] [2.0.9] Parameterized Blueprint: Variables with same default value are not working as intended

Yeah, the system needs a way to set a extra default value for user editable fields.

I have a blueprint where you can set the request stack size of a bunch of ingredients.
But i have to use as default values 2-6 and 21-25 which are to low/high for the purpose.
by Darkestnoir
Thu May 02, 2019 5:25 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 424150

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Seems to be no longer work with 0.17.35 from today.
Image
by Darkestnoir
Wed Apr 25, 2018 10:22 am
Forum: Logistic Train Network
Topic: [LTN 1.7.6] Crash when deconstruct a LTN Station
Replies: 4
Views: 3317

Re: [LTN 1.7.6] Crash when deconstruct a LTN Station

You can remove glitched entities through console commands yourself.
Just adapt the remove ore command using name="logistic-train-stop"

I'm not going to add redundant checks, slowing down LTN for everyone just to fix a single broken save. Sorry.

The way I see it one of your other mods spawns ...
by Darkestnoir
Tue Apr 24, 2018 7:54 pm
Forum: Logistic Train Network
Topic: [LTN 1.7.6] Crash when deconstruct a LTN Station
Replies: 4
Views: 3317

Re: [LTN 1.7.6] Crash when deconstruct a LTN Station

How did you manage to build an LTN stop without its IO entities?

I don't know, my drones did that. My other LTN Stations was builded fine. It would be nice when you can fix the code, so i can remove this station without a crash :D

When i edit the save in the map editor, i cant save it because ...
by Darkestnoir
Tue Apr 24, 2018 4:27 pm
Forum: Logistic Train Network
Topic: [LTN 1.7.6] Crash when deconstruct a LTN Station
Replies: 4
Views: 3317

[LTN 1.7.6] Crash when deconstruct a LTN Station

Hey,

a LTN Train Station was constructed without the logistic input and output by drones. When i try to deconstruct this LTN Tran Station by hand or drone it crashes.

Also manual placing of this two hidden items didn't fix it.

Edit: Renaming also crashes the game.
by Darkestnoir
Fri Apr 20, 2018 12:36 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 279469

Re: [MOD 0.16] Miniloader

Research missing filter miniloader for ultimate Belts.
by Darkestnoir
Wed Jun 29, 2016 10:04 am
Forum: Ideas and Suggestions
Topic: [0.13] Bring the "Light entity info background" option back
Replies: 5
Views: 3188

Re: Bring the "Light entity info background" option back

This is only a option, you can disable it when you not like it.
by Darkestnoir
Wed Jun 29, 2016 9:51 am
Forum: Ideas and Suggestions
Topic: [0.13] Bring the "Light entity info background" option back
Replies: 5
Views: 3188

[0.13] Bring the "Light entity info background" option back

Hey,

i am missing the "Light entity info background" option in the new 0.13.0 exp. release.
This option is very useful, here are the difference:

With out this option:
factorio-factory-19bb8.png

and with this option:
images.akamai.steamusercontent.com.jpg

With the brighter backgrounds you can ...
by Darkestnoir
Tue Jun 28, 2016 11:45 pm
Forum: Not a bug
Topic: [0.13.0] Missing "Graphics" option
Replies: 4
Views: 3016

Re: [0.13.0] Missing "Graphics" option

That is sad...
by Darkestnoir
Tue Jun 28, 2016 11:23 pm
Forum: Not a bug
Topic: [0.13.0] Missing "Graphics" option
Replies: 4
Views: 3016

[0.13.0] Missing "Graphics" option

Hey,

where is the "Light entity info background" option in 0.13.0 ?

0.12.35 an below:
0.12.35
0.12.35
12.35.PNG (1.36 MiB) Viewed 3016 times
0.13.0:
0.13.0
0.13.0
13.0.PNG (1.37 MiB) Viewed 3016 times
by Darkestnoir
Mon Feb 22, 2016 6:10 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 65586

Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)

Logistic network not connecting with the Cyberchest (i mean the red and green wire stuff).
by Darkestnoir
Mon Nov 09, 2015 6:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 676250

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)

Getting this sometimes when i am attacking alien bases.

Darkestnoir, what version of Factorio are you using? If you're using 12.10, are you ...
by Darkestnoir
Sun Nov 08, 2015 6:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 317746

Re: [MOD 0.12.x] Autofill

Can you add the AmmoBox mod https://forums.factorio.com/forum/vie ... 93&t=15182 turrets ?
by Darkestnoir
Sun Nov 08, 2015 6:36 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 676250

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Code: Select all

Error while running the event handler: __Natural_Evolution_Enemies__/control.lua:116: bad argument #-1 to 'set_multi_command' (table expected, got nil)
Getting this sometimes when i am attacking alien bases.
by Darkestnoir
Tue Nov 03, 2015 6:58 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 676250

Re: [MOD 0.12.x] Natural Evolution v5.0.4 - All things Alien!

Since the last update, rails are partly invisible on the map (m).

Code: Select all

Natural_Evolution_Enemies_5.0.4
by Darkestnoir
Sun Nov 01, 2015 8:53 pm
Forum: Mods
Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
Replies: 32
Views: 42441

Re: [MOD 0.12.x] SmartLoader_0.3.1 (29.10.15)

Code: Select all

__SmartLoader__/control.lua:76: LuaEntity API call when LuaEntity was invalid..
Getting this sometimes in mp with my friends.
by Darkestnoir
Sun Nov 01, 2015 7:55 pm
Forum: Mods
Topic: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15
Replies: 29
Views: 45272

Re: [Mod Compilation 0.12.11+]Unofficially updated mods 22.10.15

Harbonah wrote:I try to fix this error, and found some other with the localized_item_name method too, hopefully all fixed.

Feel free to use my edits.

tested under factorio 0.12.16

Unfortunately its desync in mp....
by Darkestnoir
Tue Oct 27, 2015 9:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Cursed UG - v1.0.0
Replies: 22
Views: 69619

Re: [MOD 0.12.x] Cursed UG - v1.0.0

Game not start on 12.13
by Darkestnoir
Tue Oct 27, 2015 8:14 pm
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 63329

Re: [MOD 0.12.x] AmmoBox 0.1.4

Code: Select all

Error while running the event handler: __AmmoBox__/control.lua:133: petroleum-generator doesn't have an inventory with index(1)
A new "Game Breaking Bug", with 12.14 :D

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