Great addition!
One little piece of feedback: I noticed that the title for the power pole has a tiny 2x in front of it. This probably means that the recipe produces 2 items for the given inputs. Placing this information in the title makes it rather easy to miss. This was already a bit of a problem ...
Search found 31 matches
- Fri Feb 09, 2024 1:04 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 35761
- Wed Oct 02, 2019 10:20 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457404
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Thanks for this information! I was wondering to either continue with my current discovery save or start a new one with 1.0. I guess I can continue with my save and fixing my factory when 1.0 hits can be its own little fun.
- Sat Sep 08, 2018 7:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593929
Re: Bugs & FAQ
Hello,
I don't know if this has been reported before but I did check back two pages and couldn't see it.
The newly introduced option about void recipes seems to be badly worded:
"Disable Void Recipe Hiding = true" actually causes the recipes to be hidden, whereas from the wording of it I would ...
I don't know if this has been reported before but I did check back two pages and couldn't see it.
The newly introduced option about void recipes seems to be badly worded:
"Disable Void Recipe Hiding = true" actually causes the recipes to be hidden, whereas from the wording of it I would ...
- Wed Aug 29, 2018 8:50 pm
- Forum: Mods
- Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
- Replies: 21
- Views: 12878
Re: [MOD 0.16] Advanced Underground Piping v0.16.5
Hey there!
I have just installed your mod and I am loving it! :D
I have a few suggestions:
1) Your pipe entities do not go to the quick bar when crafted, unlike regular pipe entities.
2) One of the best parts of your mod is the underground I extension. But unfortunately, when drag placed pairs of ...
I have just installed your mod and I am loving it! :D
I have a few suggestions:
1) Your pipe entities do not go to the quick bar when crafted, unlike regular pipe entities.
2) One of the best parts of your mod is the underground I extension. But unfortunately, when drag placed pairs of ...
- Mon Jul 09, 2018 2:31 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.4
It's been some time, but as far as i can remember, the labs are currently force specific. 

- Sat Jun 30, 2018 7:34 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 88422
Re: Friday Facts #249 - Dead end exploration
Hello, here are my couple of cents:
1) Get rid of blueprints as items.
2) The last proposal seems to be the best.
3) Allow us to store blueprint books within each other like folders in a filesystem.
1) Get rid of blueprints as items.
2) The last proposal seems to be the best.
3) Allow us to store blueprint books within each other like folders in a filesystem.
- Mon Jun 25, 2018 7:04 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.4
Hello @mrvn,
First of all thanks for solving your own issue and sharing the fix. Also thanks for your suggestions, they seem to be some very useful but difficult to implement ideas :) Well, not all of them, some of them are much easier to implement and are actually somewhat necessary qol changes ...
First of all thanks for solving your own issue and sharing the fix. Also thanks for your suggestions, they seem to be some very useful but difficult to implement ideas :) Well, not all of them, some of them are much easier to implement and are actually somewhat necessary qol changes ...
- Fri May 11, 2018 7:32 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.4
Hi,
your progress is amazing.
I changed some blueprints yesterday and it worked nice.
Sadly we need to transmit blueprints via the library in upper right corner (don't know the exact name).
Also we need to create a new blueprint.
Really nice would be, if i enter the lab with a blueprint and ...
- Thu May 10, 2018 10:02 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.4
Thank you for both the compliment and the suggestion. I think I could do something about preserving the players inventory in general for subsequent visits to the lab.
- Mon May 07, 2018 11:26 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.4
Thanks a lot! Glad you are enjoying it!Visione wrote:what a great mod! keep up the work!
- Sun May 06, 2018 4:22 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.3
Oh, got it, the underneathines and the splitters are also leaking. Now I understand. Thanks a lot. Will update and release soon.
Edit: Fixed in 0.2.4.
Edit: Fixed in 0.2.4.
- Sat May 05, 2018 9:15 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.2.3
Thanks for the suggestions. The temporary force thing can definitely be useful if I need to implement further features. Currently inactivating labs as they are placed seems to do the trick.
As for quick deconstruction and instant revival, I think I have fixed the belt items by clearing belts of ...
As for quick deconstruction and instant revival, I think I have fixed the belt items by clearing belts of ...
- Sat May 05, 2018 7:43 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
I have used this mod in one of my other saves but ...
It seems to not play well with Pretty Fair Resources mod.
Error while running event prettyfairresources::on_chunk_generated (ID 12)
__prettyfairresources__/pfr/Resources.lua:58: attempt to index field 'autoplace_controls' (a nil value)
You ...
It seems to not play well with Pretty Fair Resources mod.
Error while running event prettyfairresources::on_chunk_generated (ID 12)
__prettyfairresources__/pfr/Resources.lua:58: attempt to index field 'autoplace_controls' (a nil value)
You ...
- Wed May 02, 2018 7:43 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
Version 0.1.1 blows up when loading a save with 0.1.0:
Error AppManagerStates.cpp:1304: Error while running on_configuration_changed: Gui element with name BPL_Flow already present in the parent element.
stack traceback:
__TheBlueprintLab_bud__/scripts/gui.lua:8: in function 'CreateGui ...
Error AppManagerStates.cpp:1304: Error while running on_configuration_changed: Gui element with name BPL_Flow already present in the parent element.
stack traceback:
__TheBlueprintLab_bud__/scripts/gui.lua:8: in function 'CreateGui ...
- Wed May 02, 2018 6:41 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
Thanks a lot for letting me know.
That is a bug due to my inexperience in factorio modding.
In version 0.1.x I had used "TheLab" and similar for naming ui elements and surfaces. In 0.2.x I decided to use "BLP_" in my name strings. I then found out that such changes to a mod that is already ...
That is a bug due to my inexperience in factorio modding.
In version 0.1.x I had used "TheLab" and similar for naming ui elements and surfaces. In 0.2.x I decided to use "BLP_" in my name strings. I then found out that such changes to a mod that is already ...
- Tue Apr 24, 2018 12:47 pm
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
Why not have 2 bodies for the player? One in the lab and one outside. When you get yanked back the body in the lab remains so that when he reenters he continious where he left of.
> Because it works just fine without a character. Being a characterless player enables you to build as if you were ...
> Because it works just fine without a character. Being a characterless player enables you to build as if you were ...
- Tue Apr 24, 2018 11:38 am
- Forum: Ideas and Suggestions
- Topic: Zooming and scrolling in blueprint dialog
- Replies: 6
- Views: 3142
Re: Zooming and scrolling in blueprint dialog
Great suggestion, I would also like to second this. Just like velox, I feel the need for such a feature whenever I am working with a large blueprint.
- Tue Apr 24, 2018 11:36 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
After reading and responding to your other thread, I got thinking about being yanked back to the real world after your character takes damage. The first case that I had thought was whether having an item in your hand when you are yanked back would allow you to cheat by bringing back items from the ...
- Tue Apr 24, 2018 11:32 am
- Forum: Modding help
- Topic: How to create a blank inventory and creative recipes?
- Replies: 5
- Views: 2197
Re: How to create a blank inventory and creative recipes?
Hey there, I am coming from the other blueprint lab mod that you commented on! :D
Some very interesting ideas here.
First of all, I dealt with the lab behavior by not creating a new character for the player when they are teleported to the lab. It appears that the game assigns characterless players ...
Some very interesting ideas here.
First of all, I dealt with the lab behavior by not creating a new character for the player when they are teleported to the lab. It appears that the game assigns characterless players ...
- Tue Apr 24, 2018 11:17 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 22886
Re: [0.16] The Blueprint Lab 0.0.1
Wow! It is such a great coincidence! :D
Let me go over your list:
1) lab sharing in MP so multiple person can work on a blueprint
> I think this should be working in my mod, as is. I just created one lab surface per force, which should ensure the desired outcome. Haven't tested it, though.
2 ...
Let me go over your list:
1) lab sharing in MP so multiple person can work on a blueprint
> I think this should be working in my mod, as is. I just created one lab surface per force, which should ensure the desired outcome. Haven't tested it, though.
2 ...