Search found 23 matches

by Dimava
Wed Mar 13, 2024 2:14 pm
Forum: 1 / 0 magic
Topic: [1.1.104] Crash in CircuitConnector when loading BlueprintLibrary
Replies: 1
Views: 180

[1.1.104] Crash in CircuitConnector when loading BlueprintLibrary

If you try to use this blueprint library file, the game crashes with Factorio crashed. Generating symbolized stacktrace, please wait ... c:\users\build\appdata\local\temp\factorio-build-axh5wp\src\circuitnetwork\circuitconnector.cpp (383): CircuitConnector::disconnect c:\users\build\appdata\local\te...
by Dimava
Sat Jan 06, 2024 12:07 pm
Forum: Not a bug
Topic: [1.1.100] Steam power desync
Replies: 5
Views: 750

Re: [1.1.100] Steam power desync

by Dimava
Sat Jan 06, 2024 11:59 am
Forum: Not a bug
Topic: [1.1.100] Steam power desync
Replies: 5
Views: 750

[1.1.100] Steam power desync

https://drive.google.com/file/d/1ZdUn9C ... p=drivesdk
Player cannot join when the turbines are working
Player can join when they are not working
by Dimava
Fri Dec 08, 2023 12:42 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 24536

Re: Friday Facts #388 - Smaller things for 2.0

Can you Allow directory slash in save name when saving? (I've made a feature request for that)

Or will there be a proper save directory support in 2.0? (like a create directory button)
by Dimava
Fri Dec 08, 2023 12:32 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 24536

Re: Friday Facts #388 - Smaller things for 2.0

No, you can't make Disco Lamps

Lamps don't have "color from RGB values"

Modding it in would be pretty simple though
by Dimava
Fri Dec 08, 2023 8:24 am
Forum: Ideas and Suggestions
Topic: Allow directory slash in save name when saving
Replies: 1
Views: 215

Allow directory slash in save name when saving

TL;DR
Make "/" in save name create a directory

What ?
Factorio does support save directories, but you cannot create them from inside the game
Allowing to create them using a slash in directory name would be useful
by Dimava
Fri Nov 24, 2023 8:14 pm
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 123
Views: 24725

Re: Friday Facts #386 - Vulcanus

I call shenanigans. High jinks! No one drives a tank that well. > Earendel > I mean, I didn't show the 20 attempts per video where I did hit cliffs, rocks, lava, etc. And I used the editor to remove a couple of rocks that I hit almost every time. In the 2nd video I think I still hit a tree or two >...
by Dimava
Tue Nov 21, 2023 12:56 pm
Forum: Ideas and Suggestions
Topic: Train wagons carrying one item button
Replies: 74
Views: 19609

Allow drag-paste in inventories

TL;DR Make dragging over inventory cells with ctrl-RMB fill the filters What ? Make dragging over inventory cells while holding Shift+LMB or holding item with MMB click the cells you are dragging over Why ? Clicking each cell in a wagon to filter it out is hard. Clicking each cell in 10 wagons in v...
by Dimava
Tue Nov 14, 2023 12:22 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.97] Worm armor inventory size bonus not fixed properly
Replies: 1
Views: 1216

[1.1.97] Worm armor inventory size bonus not fixed properly

The changelog says `worm armor inventory size bonus`
Please fix that on 109704 https://www.reddit.com/r/factorio/comme ... n_1197/and possibly in game changelog
by Dimava
Wed Jan 27, 2021 7:49 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60412

Re: Optimization idea: abstraction

Dimava wrote: ↑
Thu Jan 21, 2021 12:54 pm
I made a mod for this
https://mods.factorio.com/mod/dupebox
please test and review
by Dimava
Tue Jan 26, 2021 4:31 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.1.18] Spidertron direction is always up for gates
Replies: 4
Views: 3731

[Twinsen][1.1.18] Spidertron direction is always up for gates

While riging spidertrone, gates always consider player's spidertron speed to be directed upwards Seen behaviour: gates always open on the top, no matter spidertron direction (spidertron walks right on the image) https://cdn.discordapp.com/attachments/382897902583808002/803661189380177940/unknown.png...
by Dimava
Thu Jan 21, 2021 12:54 pm
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 236
Views: 60412

Re: Optimization idea: abstraction

I made a mod for this
https://mods.factorio.com/mod/dupebox
please test and review
by Dimava
Mon Dec 14, 2020 3:44 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009724

Re: [1.0] Sea Block Pack 0.4.10

Also Agriculture Modules is OP

Image

(not because rates, but because there are alot of 'agriculture' recipes that probably should not be ones)
by Dimava
Mon Dec 14, 2020 3:39 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1009724

Re: [1.0] Sea Block Pack 0.4.10

What about 1.1? I've fixed all mods for 1.1 (mostly just changing required version in info.json) https://mega.nz/file/4iA3iSCL#05Gl5TFYnGuPCsQzIMtFs-CCgzXZb2Dhdb79Zy28_Jc https://cdn.discordapp.com/attachments/382897902583808002/788067854742323240/unknown.png (all other mods have 1.1 version on mod...
by Dimava
Sat Mar 09, 2019 8:13 am
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 30825

Re: Version 0.17.9

I am still on 0.17.4 (Doing the download Zip from Website. I am not on Steam) I see the Autoupdater is fixed. Does that mean from .8->.9 is fixed? Or is it ok to run the autoupdater on a .4 install? You may see awailable updates on https://factorio.com/get-available-versions actually it requires cr...
by Dimava
Fri Jan 04, 2019 5:52 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63871

Re: Friday Facts #276 - Belt item spacing & Script rendering

I also wonder if this build will still work https://cdn.discordapp.com/attachments/382897902583808002/530805134436073483/unknown.png 0eNrlWduOozgQ/Rc/Q2SbcEk0O78w0u6+rUbIAXdiDRhkTGuyLf59bTyh08EkBnp7RpqnbrCpy6k6VRX7BRyKltaCcQn2L4BlFW/A/p8X0LAjJ4V+J881BXvAJC2BBzgp9RP9XgvaNL4UhDd1JaR/oIUEnQcYz+l3sEed91...
by Dimava
Sun Mar 25, 2018 1:22 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325400

Re: [0.16.x] Bob's Mods: General Discussion

Have you thought about unifying Inserter position UI into a single grid, setting pickup/drop position by LMB/RMB?
by Dimava
Tue Mar 20, 2018 6:28 pm
Forum: Pending
Topic: [0.16.30] MAC OS: Too many files open when starting factorio
Replies: 14
Views: 5070

Re: [0.16.30] MAC OS: Too many files open when starting factorio

I remember catching this error when I tried to start the game with over 510 inactive mods
(Win10)
(The "Can't open dataloader.lua for reading: Too many open files" one)

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