Search found 12 matches
- Mon Nov 11, 2024 1:39 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 533
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I did not encounter the issue anymore. Ever since I returned to Gleba and cleared out the frozen ones, there have not been any new frozen pentapods in the meantime. There's more going on though, so I'll list them here, just in case it might be relevant if the bug still gets investigated: -...
- Tue Nov 05, 2024 6:35 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 533
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I've landed on Gleba again today; and the moment I did the pentapods closest to the landing site started moving again, .. ie. attacking. The further ones didn't, but after I moved closer to them to investigate, they started moving, too.
- Mon Nov 04, 2024 10:31 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 533
Re: [2.0.14] Idle or frozen Pentapods
Addendum: I remotely added some turrets nearby; they got killed but didnt move at all while being shot.
- Mon Nov 04, 2024 6:17 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 533
Re: [2.0.14] Idle or frozen Pentapods
Oh, I forgot the save. Here it is.
- Mon Nov 04, 2024 6:14 pm
- Forum: Duplicates
- Topic: [2.0.14] Idle or frozen Pentapods
- Replies: 7
- Views: 533
[2.0.14] Idle or frozen Pentapods
The issue I have a lot of Pentapods that don't do anything anymore. They're the red streaks above the base. They seem to be remnants of thwarted attacks. As if they were separated from the group that was destroyed in the meantime? 11-04-2024, 19-03-09.png They didnm't appear at once. They gradually...
- Fri May 24, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 12975
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
The undo/redo improvements look awesome. I tend to stay away from undo-ing, as it seems flakey at times. Having insights and better covarage will surely help! I, too (like the 3rd poster), would like this also exposed in the modding API in one way or another. As the author of P.U.M.P. I would very m...
- Fri Jan 05, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36684
Re: Friday Facts #392 - Parametrised blueprints
This looks really cool with a lot of potential. I can imagine this will be particularly handy for stations. I recognize myself like a 100% in the use-case you sketched. I will admit I find it a bit fuzzy how those purple parameter values find their way in the blueprint if they're not available elsew...
- Wed Dec 06, 2023 7:34 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 829
Re: Help needed: Broken download link of latest mod version
Awesome! Thank you for the quick support
- Wed Dec 06, 2023 6:30 pm
- Forum: Mod portal Discussion
- Topic: Help needed: Broken download link of latest mod version
- Replies: 3
- Views: 829
Help needed: Broken download link of latest mod version
Hi! For some reason, as of today, the link to the latest version (1.3.3) of my mod P.U.M.P. broke: https://mods.factorio.com/mod/pump/downloads I get redirected with a message: 403 Forbidden Code: AccessDenied BucketName: prod-mod-uploads RequestId: tx00000f9dfdca0c89ffbfb-006570bcf2-2bc55ff-prg Hos...
- Fri Sep 23, 2022 4:32 pm
- Forum: News
- Topic: Friday Facts #370 - The journey to Nintendo Switch
- Replies: 73
- Views: 31591
Re: Friday Facts #370 - The journey to Nintendo Switch
Oooof; another year :o Well, not what I was hoping for; but I'll be waiting for those future FFF's. Thank you for managing expectations at least. I totally understand a weekly update is undoable. Though I hope I can tempt you slightly more frequent news compared to last year. Maybe 2-monthly / quart...
- Mon Apr 27, 2020 11:36 am
- Forum: Modding interface requests
- Topic: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
- Replies: 3
- Views: 2164
Re: LuaPlayer.build_history [RW]. A way to read and edit the undo queue
I would like something similar as well. I'm in the proces of making a mod that places ghosts from a selection-tool (https://github.com/Xcone/factorio_pump see the gif there). `LuaSurface.create_entity()` does not create those entities in undo-able fashion. If support for undo is added I would really...
- Sat Aug 24, 2019 9:35 am
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 128368
Re: Friday Facts #309 - Controversial opinions
Interesting topics. Opinions incoming: Inserters should not chase items I don't mind either way. I'm sure you'll find a way to make it visually pleasing. I've been annoyed by the occasional inefficient pickups, but I've enjoyed fixing the issue in those very same scenario's. I read another reply to ...