Search found 92 matches

by Illiander42
Sun Sep 05, 2021 1:49 pm
Forum: Technical Help
Topic: Can't update mods /api/mods 414 - less mods in folder than before
Replies: 3
Views: 1341

Re: Can't update mods /api/mods 414 - less mods in folder than before

So on some further experimentation, it seems that the mod portal API has reduced its limit on the number of mods you can have installed to ~450.
by Illiander42
Thu Sep 02, 2021 10:18 am
Forum: Technical Help
Topic: Can't update mods /api/mods 414 - less mods in folder than before
Replies: 3
Views: 1341

Can't update mods /api/mods 414 - less mods in folder than before

Steam install, Linux OS.

The "API call failed, path /api/mods, status 414" error is back, and my mods folder has less items in it than the last time that I updated mods.

Is there a known fix for this that doesn't involve wiping my mods folder?
by Illiander42
Tue Aug 10, 2021 7:25 pm
Forum: Outdated/Not implemented
Topic: Remove notch's quote from the steam page
Replies: 7
Views: 2804

Re: Remove notch's quote from the steam page

I just responded to the first hit on google about Kovarex's Notch moments.

He's an ass, and I want to know if he's been removed from the public face of the company yet.
by Illiander42
Sun Aug 08, 2021 2:03 pm
Forum: Outdated/Not implemented
Topic: Remove notch's quote from the steam page
Replies: 7
Views: 2804

Re: Remove notch's quote from the steam page

Has Kovarex had his access to the official twitter account removed yet?
by Illiander42
Sat Dec 19, 2020 11:47 pm
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 573

Re: [1.1.6] Continue Button stuck on host

Which file is/how do I get the log?
by Illiander42
Sat Dec 19, 2020 5:13 am
Forum: Pending
Topic: [1.1.6] Continue Button stuck on host
Replies: 5
Views: 573

[1.1.6] Continue Button stuck on host

After hosting a game for some friends, the "Continue" button on the main menu toggled to automatically re-host.

But after loading and playing some single player, it is still set to "Host", not single-player.
by Illiander42
Tue Dec 15, 2020 8:10 pm
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 24380

Re: Version 1.1.6

Barrelling and unbarrelling (intermediate products) is NOT allowed to use productivity modules. Are you suggesting to allow that? Or to move the un-/barelling to another tab? It must be the second. Allowing prodmods here, would create a perpetum mobile loophole. Agreed. Even with the barrels as cat...
by Illiander42
Tue Nov 10, 2020 12:38 am
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 13820

Re: [1.0] - Artisanal Reskins: Bob's Mods

kirazy wrote: ↑
Mon Nov 09, 2020 6:42 pm
Fixed and published.
Thank you :)
by Illiander42
Mon Nov 09, 2020 3:48 pm
Forum: Bob's mods
Topic: [1.1] - Artisanal Reskins: Bob's Mods
Replies: 78
Views: 13820

Re: [1.0] - Artisanal Reskins: Bob's Mods

Hi, I'm using your library to help with angelbob intergration for some of my mods, and I've run into a bug when icon sprites aren't 64x64. Here's the fix: icon-handling.lua function reskins.lib.append_tier_labels(tier, inputs) -- Inputs required by this function -- icon - Table containing an icon/ic...
by Illiander42
Mon Nov 09, 2020 7:20 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 14799

Re: [0.18.x] Bob's Mods: Alternate Textures mod

Icons are broken due to icon size again.
by Illiander42
Wed Oct 28, 2020 5:06 pm
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 710

Re: surface.set_tiles() and ungenerated chunks?

So I looked a bit more into that, and found some notes that imply that this code should do what I want: local surface = game.get_surface("nauvis") local mgs = surface.map_gen_settings mgs.property_expression_names = {["tile:deepwater:probability"] = 100} surface.map_gen_settings ...
by Illiander42
Wed Oct 28, 2020 10:21 am
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 710

Re: surface.set_tiles() and ungenerated chunks?

What I mean is if you remove all autoplace settings, the map is filled with "grass-1". I'd like to know if there's an easy way to change that to "deepwater" without using OnChunkGenerated(), because the autoplace documentation is really unclear, and I can't undertand how to do so...
by Illiander42
Wed Oct 28, 2020 7:17 am
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 710

Re: surface.set_tiles() and ungenerated chunks?

Cheers.

Follow-up question:

Is there an easy way to set a default tile? I'm having trouble navigating the docs about autoplace settings.
by Illiander42
Tue Oct 27, 2020 9:06 pm
Forum: Modding discussion
Topic: surface.set_tiles() and ungenerated chunks?
Replies: 7
Views: 710

surface.set_tiles() and ungenerated chunks?

Can anyone confirm the behaviour of using surface.set_tiles() to set tiles in chunks that aren't generated yet?
by Illiander42
Mon Sep 28, 2020 9:07 am
Forum: Mods
Topic: Thoughts on implementing cargo planes in the AircraftDrones Mod
Replies: 1
Views: 354

Re: Thoughts on implementing cargo planes in the AircraftDrones Mod

I'd ask about using this mod for warehouse graphics: https://mods.factorio.com/mod/Warehousing (It's MIT lisenced, so should be a formality) As for request/provide functionality - I'd reccomend doing the same thing LTN does: Requests are negative signals, provides are positive signals, planes move s...
by Illiander42
Sun Sep 27, 2020 3:03 pm
Forum: Not a bug
Topic: Scaling techs don't depend on science packs
Replies: 1
Views: 273

Scaling techs don't depend on science packs

When you did the big "all techs have all their science packs in their prerequiste tree" change, you missed the intermediate levels of the scaling techs. The infinite levels depend on Space Science, but none of the intermediate levels depend on green, black, blue, yellow or purple science. ...
by Illiander42
Sun Sep 27, 2020 7:11 am
Forum: Not a bug
Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
Replies: 1
Views: 310

Re: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?

Nevermind.

Seems like cliffs get destroyed and re-directioned when you place water under them.

Wish there was a granularity setting for surface.set_tiles() so I can tell it to delete everything except cliffs, because some cliff options hitboxes seem to fall outside their 4x4 box sometimes.
by Illiander42
Fri Sep 25, 2020 11:42 pm
Forum: Not a bug
Topic: [mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?
Replies: 1
Views: 310

[mod] Cliffs connected to chunk edges get destroyed when adjacent cliff gets created?

I'm putting together a mod that generates cliffs rather extensively, and I noticed something very strange happening. This is a picture of two chunks before the chunk on the left is created: Cliff-bug-Before.png This is a picture of the same two chunks after the chunk on the left is created: Cliff-bu...
by Illiander42
Sat Sep 12, 2020 9:00 am
Forum: Resolved Problems and Bugs
Topic: [posila] water-mud is missing tile transitions
Replies: 1
Views: 1037

[posila] water-mud is missing tile transitions

The water-mud tile is missing tile transitions with:

Sand 1, Red desert 1, Red desert 2, and most of Sand 2 and Sand 3. (These are the localised names in English, since I could get those easily from editor mode)

They should be the same transitions as for all the other water tiles.

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