Search found 29 matches

by mkaito
Mon Feb 15, 2021 6:04 pm
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 55071

Re: Add SRV Record support

I would definitely love to see SRV supported by Factorio. It's an immensely useful thing.
by mkaito
Mon Apr 06, 2020 5:52 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426071

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Meanwhile, at my east wall... :lol:

Image
by mkaito
Mon Mar 30, 2020 12:56 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426071

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

Pi-C wrote: ↑
Sun Mar 29, 2020 8:45 pm
mkaito wrote: ↑
Sun Mar 29, 2020 6:56 pm
It seems the setting to disable artifacts does not work. Biters still drop alien artifacts.
I'll put that on my list of things to do…
Do you accept contributions?
by mkaito
Sun Mar 29, 2020 6:56 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426071

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

It seems the setting to disable artifacts does not work. Biters still drop alien artifacts. And I don't think there's anything I can do with them anyway. Is this a known issue?
by mkaito
Wed Jan 01, 2020 6:22 pm
Forum: Mods
Topic: [Mod 1.1] Power Armor MK3
Replies: 100
Views: 61046

Re: [Mod 0.17] Power Armor MK3

I'd like to see the option to disable all additional equipment. I play with Induction Charging and Bigger Batteries mods, which means the extra battery and generators added by this mod get in the way.
by mkaito
Fri Dec 27, 2019 10:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Replies: 3
Views: 1618

Re: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"

Some of that looks like it dies when trying to save a modded entity blueprint. Any way to figure out which one?
by mkaito
Thu Dec 26, 2019 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"
Replies: 3
Views: 1618

[0.17.79] Crashes on saving: "BlueprintEntities::save(MapSerialiser&)"

This just started happening. I'm several hours into this map, and then it crashed during autosave. I reload, and it crashes again on next autosave. So I reload again, try to save manually, and sure enough it crashes again. Mods folder: https://files.mkaito.net/31d842d807d61c42e0aca8d826963bc6b56b2b2...
by mkaito
Mon Jul 22, 2019 12:54 pm
Forum: Mod portal Discussion
Topic: Email based workflow for the mod portal
Replies: 2
Views: 1605

Email based workflow for the mod portal

Hi! I'm an email person. In particular, a plaintext email person. Which means there are two things that I would love seeing. Here's what a message notification looks like for me: https://i.imgur.com/PVii3jj.png While the email is reasonably simple, it's still unnecessarily annoying that I have to re...
by mkaito
Thu Jun 20, 2019 3:33 pm
Forum: Mod portal Discussion
Topic: Automatic mod uploading by mod authors possible?
Replies: 6
Views: 3886

Re: Automatic mod uploading by mod authors possible?

This would be amazing. We clearly need more automation here :D
by mkaito
Fri Jun 07, 2019 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.46] Crash when startup
Replies: 5
Views: 4628

Re: [0.17.46] Crash when startup

Also happening here. chris@cryptbreaker ------------------ OS: Arch Linux x86_64 Kernel: 5.1.7-1-ck-zen Uptime: 50 mins Packages: 1429 (pacman), 5648 (nix) Shell: zsh 5.7.1 Resolution: 3840x2160, 2160x3840 WM: i3 Theme: Adwaita [GTK2/3] Icons: Adwaita [GTK2/3] CPU: AMD Ryzen 7 2700X (16) @ 3.700GHz ...
by mkaito
Fri May 10, 2019 12:49 pm
Forum: Bob's mods
Topic: Boblogistics: option to disable parts
Replies: 6
Views: 2573

Re: Boblogistics: option to disable parts

I came here to request exactly this: I use Optera's Train overhaul mod, and would like to use Bob's Logistics without all the extra trains. In fact, the mod is so big that it's kind of overwhelming. Being able to disable parts of it would be quite interesting, also for some of the other modular mods...
by mkaito
Mon Apr 15, 2019 11:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.31] Can not bind mouse buttons past 7
Replies: 1
Views: 2062

[0.17.31] Can not bind mouse buttons past 7

When I try to bind any of the extra 3 buttons my mouse has, this happens: factorio-017-bug-mouse-bind.png The button then works, but it seems that factorio can't differentiate them, and all 3 mouse buttons now do the same thing. This used to work on 0.16, so presumably an issue with SDL? Let me know...
by mkaito
Mon Sep 10, 2018 2:47 pm
Forum: Ideas and Suggestions
Topic: Set WM_CLASS X11 hints
Replies: 2
Views: 1697

Re: Set WM_CLASS X11 hints

Neat :D Looking forward to the experimental release!
by mkaito
Mon Sep 10, 2018 2:03 pm
Forum: Ideas and Suggestions
Topic: Set WM_CLASS X11 hints
Replies: 2
Views: 1697

Set WM_CLASS X11 hints

TL;DR Set the WM_CLASS hints on the Factorio game window to allow for automatic window management. What ? As it stands right now, these are the relevant hints set on the game window post-launch: WM_NAME(UTF8_STRING) = "Factorio 0.16.51" WM_CLASS(STRING) = "", "" I woul...
by mkaito
Wed Apr 11, 2018 10:22 pm
Forum: Implemented Suggestions
Topic: Temporarily disable logistics slot/personal roboports
Replies: 16
Views: 8134

Re: Temporarily disable logistics slot/personal roboports

Yes, I'd really love to see this. I don't think the necessary interface exists to mod this, so the devs would have to do it.
by mkaito
Fri Dec 15, 2017 6:21 pm
Forum: Modding help
Topic: Can a mod disable a specific technology?
Replies: 0
Views: 737

Can a mod disable a specific technology?

I'm trying to fix up the "cheaper landfill" mod. What this mod does is increase the yield of the landfill recipe, and unlock the recipe without research. The thing is, this makes the landfill research redundant, and I'd like to just disable the technology. Any way to do that?
by mkaito
Fri Dec 15, 2017 6:06 pm
Forum: Ideas and Suggestions
Topic: Inactive Blueprints
Replies: 0
Views: 1078

Inactive Blueprints

TL;DR Allow for blueprints/ghosts to be marked as "inactive", preventing automated construction. What ? I propose a way to mark blueprints as inactive, or "do not build this yet", to prevent bots (and similar entities such as Nanobots) from attempting construction of placed ghos...
by mkaito
Fri Dec 15, 2017 4:29 pm
Forum: Ideas and Requests For Mods
Topic: Git/Github integration for mod portal
Replies: 1
Views: 955

Git/Github integration for mod portal

I know there's a mod portal rework somewhere in the near future, so I thought I'd bring this up. I think the mod portal could use some integration with git and/or github. Wube uses Heroku, so they must know how cool the concept of "push to deploy" is. Furthermore, something like automatica...
by mkaito
Thu Dec 14, 2017 9:43 pm
Forum: Railway Setups
Topic: Chunk-aligned modular railway system with LTN Stations
Replies: 132
Views: 186248

Re: Chunk-aligned modular railway system with LTN Stations

Hey, I am having some trouble. I got my unloading stations all setup properly and they run fine. The only downside is that even if 1 slot of a chest isnt filled it calls a whole train of ore. Which then unloads the 1 stack and goes back to the depot and the excess ore is then put into my system whi...
by mkaito
Thu Dec 14, 2017 8:24 pm
Forum: Implemented Suggestions
Topic: Do not cancel entity ghost when mining overlaid trees
Replies: 2
Views: 1570

Do not cancel entity ghost when mining overlaid trees

TL;DR When mining a tree that's in the way of a blueprint, do not immediately clear the entity ghost under the tree when done mining said tree. What ? When you shift-place a blueprint over trees, those threes that are in the way are marked for deconstruction. Then, if you manually go and mine said ...

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