Search found 146 matches

by jamiechi1
Wed Jun 01, 2022 11:15 am
Forum: Modding help
Topic: [Fixed]Can't completely hide items.
Replies: 4
Views: 541

Re: [Fixed]Can't completely hide items.

Cool. Thanks.
by jamiechi1
Tue May 31, 2022 7:33 pm
Forum: This Forum
Topic: User Control Panel: Notifications: Mark Read
Replies: 3
Views: 1572

Re: User Control Panel: Notifications: Mark Read

I assumed that once an item in this list was read, it would go away. Apparently that assumption is wrong.

Thanks for the tip about the Your Posts link.
by jamiechi1
Tue May 31, 2022 7:18 pm
Forum: Modding help
Topic: Linked belts reversing when placed or upgraded.
Replies: 4
Views: 561

Re: Linked belts reversing when placed or upgraded.

I had this issue with Krastorio2. I fixed it by commenting out the code in my copy of Krastorio2 that has to do with loaders. I don't use the loaders built into Krastorio2. I use the miniloaders mod instead. Some of the code that does this is in control.lua of Krastorio2.
by jamiechi1
Tue May 31, 2022 6:14 pm
Forum: Modding help
Topic: [Fixed]Can't completely hide items.
Replies: 4
Views: 541

Re: Can't completely hide items.

Setting item group to null has the same effect as setting group or subgroup to "other". Which basically is the 'unsorted items group'. It appears that the "other" group can not be hidden. Edit: That is what was missing. I added: data.raw.item["belt-immunity-equipment"]....
by jamiechi1
Tue May 31, 2022 12:21 pm
Forum: This Forum
Topic: User Control Panel: Notifications: Mark Read
Replies: 3
Views: 1572

Re: User Control Panel: Notifications: Mark Read

This is still broken.
by jamiechi1
Tue May 31, 2022 9:37 am
Forum: Modding help
Topic: [Fixed]Can't completely hide items.
Replies: 4
Views: 541

[Fixed]Can't completely hide items.

In one of my mods, I force belt immunity on and I want to hide the technology and recipes. In data-final-fixes: -- force belt immunity on data.raw['character']['character'].has_belt_immunity = true data.raw.technology["belt-immunity-equipment"].hidden = true data.raw.technology["belt-...
by jamiechi1
Sun May 01, 2022 9:48 pm
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 1508

Re: Do not change "ALT mode" when pressing ALT+TAB

I still find it amazing that a programmer would ever use a shift key, in this case the 'Alternate Shift' key to change the mode of something in a program. The best way to fix this issue is to rebind the 'Alt mode' function to the letter 'I' (for Information) or some other key. I am pretty sure I obj...
by jamiechi1
Sat Apr 30, 2022 1:33 am
Forum: Mods
Topic: [Mod] Get your circuit wires back
Replies: 2
Views: 524

Re: [Mod] Get your circuit wires back

No. Since I get the red and green wires free when placing a blueprint. I also use a mod that gives me shortcuts that give me free red and green wires. So for me, this is not an issue.
by jamiechi1
Wed Apr 20, 2022 12:39 am
Forum: Mods
Topic: SeaTorio
Replies: 4
Views: 1281

Re: SeaTorio

Been playing this for a few days. I find it mostly enjoyable except I think it is a bit on the difficult side. I find it much more difficult than a Bob's only game. (I will not use Angels. Way too hard.) And a bit more difficult than Krastorio 2. My biggest issue was with the probabilities were way ...
by jamiechi1
Fri Apr 15, 2022 7:05 pm
Forum: Ideas and Suggestions
Topic: Worker bots
Replies: 4
Views: 651

Re: Worker bots

Yes, this is a very good mod, and I am fine with it staying as a mod and not built in.
But, it no longer handles trees or rocks.
And it would be nice if the mining bots could dig moats for me. Like the original Stronghold game.
by jamiechi1
Fri Apr 15, 2022 6:58 pm
Forum: Ideas and Suggestions
Topic: Configurable screen edge for hot-/shortcut-bars
Replies: 5
Views: 531

Re: Configurable screen edge for hot-/shortcut-bars

I think they should be nonmodal dialogs that can be dragged and placed anywhere. Including the ability to drag to another monitor. And the positions and layouts should be remembered. (And the place on the left of center where the weapons and armor are accessed; should be a separate dialog that can b...
by jamiechi1
Sat Apr 02, 2022 3:58 pm
Forum: Mods
Topic: [MOD 0.17] Wood Harvester
Replies: 14
Views: 4325

Re: [MOD 0.17] Wood Harvester

This mod can be easily updated for Factorio 1.1. I added an issue at Github with the changes I made.
by jamiechi1
Sun Apr 11, 2021 10:19 pm
Forum: Off topic
Topic: About Computer Science
Replies: 6
Views: 5027

Re: About Computer Science

You build a CPU yourself. https://youtube.com/playlist?list=PLowKtXNTBypGqImE405J2565dvjafglHU Yes. FPGA's are good for that. fpgacpu.org (not an https site) has good info on this subject. I originally learned to program a cpu with a development board. I read a lot of tech manuals. IBM used to publ...
by jamiechi1
Mon Mar 22, 2021 12:33 pm
Forum: General discussion
Topic: Playing with a slightly darker night
Replies: 6
Views: 1919

Re: Playing with a slightly darker night

I am using NightBrightness_1.1.7.
I have had no problem adjusting the values that the mod provides in settings to get a really dark night or a slightly brighter night.
If you have problems with that mod, take it up with the mod author.
by jamiechi1
Sun Mar 14, 2021 3:45 am
Forum: This Forum
Topic: User Control Panel: Notifications: Mark Read
Replies: 3
Views: 1572

User Control Panel: Notifications: Mark Read

This doesn't appear to work at all with regards to the check marks. One can click on the bottom page to mark all as read but reloading the page later all check marks are removed. Reading a topic never sets a check mark, and one can not manually check the item for a specific topic. Also it would be h...
by jamiechi1
Sun Mar 14, 2021 3:31 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 289
Views: 115998

Re: Friday Facts #365 - Future plans

For the Map Editor, I would like to see some support for externally generated maps. Something simple like what was done with SimCity games. Either just a simple bitmap, or something that could be imported (and flattened a bit if needed) from the World Machine program. This would simplify greatly the...
by jamiechi1
Thu Mar 11, 2021 9:36 am
Forum: Questions, reviews and ratings
Topic: Informatron
Replies: 2
Views: 1019

Re: Informatron

Case Matters!
Somehow my copy of one of the files was changed.
It was a simple matter of 'Letter Case'.
Changed 'Informatron-show' to 'informatron-show' in a couple of places in informatron.lua.
I was sure I only changed stuff in interface.lua. :oops:
by jamiechi1
Wed Mar 10, 2021 9:02 am
Forum: Ideas and Suggestions
Topic: QOL: Aditional check for Audio when loading a game.
Replies: 0
Views: 373

QOL: Aditional check for Audio when loading a game.

Overview/Thesis I would like an additional check made when loading a game for audio in addition to startup to prevent having to exit and restart the game. What? When starting up a game with audio disabled I get a dialog to warn me that no audio device was found. This is fine, but I would like a but...
by jamiechi1
Wed Mar 10, 2021 8:35 am
Forum: General discussion
Topic: Is the Fluid Rework still planned?
Replies: 56
Views: 12785

Re: Is the Fluid Rework still planned?

Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...
by jamiechi1
Tue Mar 09, 2021 6:47 am
Forum: General discussion
Topic: Is the Fluid Rework still planned?
Replies: 56
Views: 12785

Re: Is the Fluid Rework still planned?

Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...

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