Search found 46 matches
- Sat Jan 28, 2017 7:30 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 66840
Re: Map download never finishes [14.5] headless windows
Awesome find! This is going in the 'weird edge case' notes for work for sure. The counter does sound like a pretty reasonable workaround.
- Sat Jan 28, 2017 7:26 am
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 66840
Re: Map download never finishes [14.5] headless windows
I have not looked at the network packets as yet but is it possible that you are 'accidentally' forming a TCP/IP packet or some other protocol, given UDP is the basis for TCP?
Does wireshark categorise or identify the 'rogue' packet as something other than what you expect it?
UDP is not the basis ...
Does wireshark categorise or identify the 'rogue' packet as something other than what you expect it?
UDP is not the basis ...
- Fri Jan 27, 2017 10:13 pm
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 66840
Re: Map download never finishes [14.5] headless windows
Network Engineer here.
Consumer grade routers are the bane of my existence.
I'd suggest trying to eliminate them from the picture first and foremost. In my experience, they're the most likely trouble points when you're dealing with strangely mangled or dropped packets in weird patterns like this ...
Consumer grade routers are the bane of my existence.
I'd suggest trying to eliminate them from the picture first and foremost. In my experience, they're the most likely trouble points when you're dealing with strangely mangled or dropped packets in weird patterns like this ...
- Thu Jun 30, 2016 8:33 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Zingo2, I don't appreciate your tone here. Modding is a collaborative community effort. Getting things right takes a lot of time and energy, and there are bound to be bugs during a transition as large as 0.12 to 0.13.
justarandomgeek was kind enough to take time out of his day to get this project ...
justarandomgeek was kind enough to take time out of his day to get this project ...
- Wed Jun 29, 2016 6:15 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Thank you everyone 
I'm linking the new github in the OP.
If a new forum thread is started for the 0.13 version let me know and I will link that as well.

I'm linking the new github in the OP.
If a new forum thread is started for the 0.13 version let me know and I will link that as well.
- Mon Jun 27, 2016 3:05 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I have updated the OP. Unfortunately due to personal health concerns I will not be able to update this to 0.13 any time soon. Please see the main post for details :(
If you want to move your existing CC maps to 0.13 immediately, you can use the remover in version 0.12 to reset all objects back to ...
If you want to move your existing CC maps to 0.13 immediately, you can use the remover in version 0.12 to reset all objects back to ...
- Thu Apr 28, 2016 7:47 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Confirmed -- this behavior is intentional. This way I don't have to worry about cluttering up the crafting menus with 'uncrafting' recipes. Also, it works with construction bots too. Anytime any colored item gets picked up it reverts to the base game equivalent. The crafting times are also super ...
- Thu Apr 21, 2016 3:28 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
So I love this mod and I would like to add my contribution to it :
I've upgraded your script to make it possible to generate hazard and fire ground.
Ok, WOW. I just tested your script. That's cool. Unfortunately I don't have time to do much with factorio modding at the moment due to my work ...
I've upgraded your script to make it possible to generate hazard and fire ground.
Ok, WOW. I just tested your script. That's cool. Unfortunately I don't have time to do much with factorio modding at the moment due to my work ...
- Tue Apr 19, 2016 3:33 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
global.defaultsets is something created and used by Autofill, and has nothing to do with color coding.
I briefly looked at the code, and it seems like Autofill is not checking whether or not entity types still exist when it initializes. It is checking to see if color coding is loaded... then ...
I briefly looked at the code, and it seems like Autofill is not checking whether or not entity types still exist when it initializes. It is checking to see if color coding is loaded... then ...
- Mon Mar 21, 2016 2:21 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Just updated again, but not the base mod itself.
I've added a remover utility, in case you ever want to remove the mod from your saves, now you can. The remover will convert all colored entities back to their stock form.
See the first post for detailed instructions on how to use it.
I've added a remover utility, in case you ever want to remove the mod from your saves, now you can. The remover will convert all colored entities back to their stock form.
See the first post for detailed instructions on how to use it.
- Sun Mar 13, 2016 10:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26] [Oxyd] Linux Clipboard issues
- Replies: 3
- Views: 1811
Re: [0.12.26] Linux Clipboard issues
Thanks. I'll use this workaround for the moment. I didn't realize that print was available to dump to stdout.prg wrote:You can still copy/paste stuff around inside Factorio, so copy the map exchange string, start a new game and /c print("the string").
- Sun Mar 13, 2016 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.26] [Oxyd] Linux Clipboard issues
- Replies: 3
- Views: 1811
[0.12.26] [Oxyd] Linux Clipboard issues
OS: Ubuntu 14.04 LTS
Kernel: Linux 3.13.0-79-generic x86_64
Desktop: XFCE 4.11
Factorio Version: Linux x64, zip version
Mods: Tested with a freshly downloaded clean zip w/o mods, and the behavior still occurs.
Using ctrl+c/v:
* Attempting to copy / paste factorio --> text editor: Freezes the text ...
Kernel: Linux 3.13.0-79-generic x86_64
Desktop: XFCE 4.11
Factorio Version: Linux x64, zip version
Mods: Tested with a freshly downloaded clean zip w/o mods, and the behavior still occurs.
Using ctrl+c/v:
* Attempting to copy / paste factorio --> text editor: Freezes the text ...
- Sun Mar 06, 2016 3:56 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
These are awesome! Thanks for sharing =D
- Sun Feb 14, 2016 6:08 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Tools used included Geany (a text editor), ImageMagick, GIMP, Pinta, and bash.
I didn't create all the assets, however. Hitzu submitted several sets of graphics that turned out much better than anything I knew how to make.
IIRC they used PhotoShop to do it. If you review the whole thread you can ...
I didn't create all the assets, however. Hitzu submitted several sets of graphics that turned out much better than anything I knew how to make.
IIRC they used PhotoShop to do it. If you review the whole thread you can ...
- Sat Jan 16, 2016 9:53 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Thanks! I added a link to the main post to direct people to your comment, so you can update your download link if necessary.TRauMa wrote:I took the liberty to make a trainless version for those using WaiTex and/or concerned about file size/gfx memory. Licence remains MIT.
- Sun Dec 27, 2015 7:42 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
please keep this mod uptodate ( 12.20 ) and upcoming steam release
Due to the way that the mod works, very little version-dependent code is present. It should continue working unless the devs change something significant with the way mods load or the way crafting recipes work.
Unfortunately I ...
Due to the way that the mod works, very little version-dependent code is present. It should continue working unless the devs change something significant with the way mods load or the way crafting recipes work.
Unfortunately I ...
- Mon Oct 19, 2015 6:58 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Would you consider adding support for the MK2, MK3, and armored trains in Bob's Mods? I had all my trains color-coded, and went to upgrade to the next set of trains, but couldn't keep my coloring
I'm not planning on adding support for anything but the vanilla game in my mods. (I don't use the big ...
I'm not planning on adding support for anything but the vanilla game in my mods. (I don't use the big ...
- Fri Sep 18, 2015 1:54 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
This isn't a problem with the mod, it's a bug in the base game that has been fixed in recent patches. Please make sure you're running the latest version of Factorio.CookieGamerTV wrote:Γhm yea, if you choose one of this recipes in a Assembler you get the Item for freeso you can cheat really OP. Pls fix thanks.
- Thu Sep 17, 2015 1:21 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Hotfix released: v1.0.7 works with 0.12.8. Original post has been updated.
- Tue Sep 01, 2015 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 139362
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Also would it be possible to change the color of a light with the wire network?
Sorry, this would be very complicated and bug-prone to do. I recommend just setting up separate lights of each color. The mod is MIT licensed, so if you want to take a shot at making it work, be my guest.
Together ...
Sorry, this would be very complicated and bug-prone to do. I recommend just setting up separate lights of each color. The mod is MIT licensed, so if you want to take a shot at making it work, be my guest.
Together ...