Search found 29 matches
- Mon Feb 15, 2021 6:04 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 61618
Re: Add SRV Record support
I would definitely love to see SRV supported by Factorio. It's an immensely useful thing.
- Mon Apr 06, 2020 5:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459637
Re: [MOD 0.17.x] Natural Evolution - All things Alien!
Meanwhile, at my east wall...
- Mon Mar 30, 2020 12:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459637
- Sun Mar 29, 2020 6:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459637
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?
- Wed Jan 01, 2020 6:22 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 100
- Views: 66183
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.
- 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: 1809
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?
- 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: 1809
[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...
- Mon Jul 22, 2019 12:54 pm
- Forum: Mod portal Discussion
- Topic: Email based workflow for the mod portal
- Replies: 2
- Views: 1865
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...
- Thu Jun 20, 2019 3:33 pm
- Forum: Mod portal Discussion
- Topic: Automatic mod uploading by mod authors possible?
- Replies: 6
- Views: 4264
Re: Automatic mod uploading by mod authors possible?
This would be amazing. We clearly need more automation here
- Fri Jun 07, 2019 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.46] Crash when startup
- Replies: 5
- Views: 5055
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 ...
- Fri May 10, 2019 12:49 pm
- Forum: Bob's mods
- Topic: Boblogistics: option to disable parts
- Replies: 6
- Views: 2863
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...
- 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: 2257
[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...
- Mon Sep 10, 2018 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Set WM_CLASS X11 hints
- Replies: 2
- Views: 1941
Re: Set WM_CLASS X11 hints
Neat Looking forward to the experimental release!
- Mon Sep 10, 2018 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Set WM_CLASS X11 hints
- Replies: 2
- Views: 1941
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...
- Wed Apr 11, 2018 10:22 pm
- Forum: Implemented Suggestions
- Topic: Temporarily disable logistics slot/personal roboports
- Replies: 16
- Views: 9258
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.
- Fri Dec 15, 2017 6:21 pm
- Forum: Modding help
- Topic: Can a mod disable a specific technology?
- Replies: 0
- Views: 839
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?
- Fri Dec 15, 2017 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Inactive Blueprints
- Replies: 0
- Views: 1232
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...
- Fri Dec 15, 2017 4:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Git/Github integration for mod portal
- Replies: 1
- Views: 1122
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...
- Thu Dec 14, 2017 9:43 pm
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 198402
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...
- Thu Dec 14, 2017 8:24 pm
- Forum: Implemented Suggestions
- Topic: Do not cancel entity ghost when mining overlaid trees
- Replies: 2
- Views: 1767
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 ...