Search found 339 matches

by jockeril
Wed Jan 15, 2020 3:29 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 105
Views: 6708

Re: Changelog tutorial

@Pi-C - I love your post and use it every time I make a change to my mods (bc I don't do that often and always have a parsing problem somewhere with a new entry in the change log file... :evil: ) @Devs - I think there is a minor issue with ow the change log is presented in the game interface where t...
by jockeril
Sat Dec 28, 2019 8:52 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 13617

Re: Friday Facts #327 - 2020 Vision

Congratulations on reaching 2M sales and is no wonder Steam had that much contribution - as one of the early adopters (thanks to Mangledpork, Klonan and the demo I tried first), I a also a Steam member and was happy to have another game with achievements that I felt I can enjoy and achieve so I too ...
by jockeril
Fri Nov 22, 2019 11:06 pm
Forum: Won't implement
Topic: LuaGuiElement textfield: confirm_on_focus_lost
Replies: 3
Views: 347

Re: LuaGuiElement textfield: confirm_on_focus_lost

Hello Rseding, Is there a way to have the input stick when we leave the text field if not like this - I and many other players have found this to be an issue in other mods as well like in this hellmod discussion about changing the amount of modules used in a line or block, This behaviour is natural ...
by jockeril
Tue Oct 29, 2019 5:38 am
Forum: Mod Packs / Libs / Special Interest
Topic: Farlands 2.0 [0.17.47+] [BETA]
Replies: 4
Views: 4929

Re: Farlands 2.0 [0.17.47+] [BETA]

Hey you guys, nice to see you like this pack. There is a way to have one download that will get all of the "required" other mods to download and Factorio will suggest an update whenever any mod has a newer version - you can make an empty mod that lasts all the other mods as a requirement and then wh...
by jockeril
Mon Oct 28, 2019 6:53 pm
Forum: Releases
Topic: Version 0.17.47
Replies: 26
Views: 9738

Re: Version 0.17.47

Eysenleber wrote:
Mon Oct 28, 2019 6:18 pm
the "farlands 2.0 " and it says 0.17.47
I couldn't find that mod :|
by jockeril
Thu Oct 24, 2019 6:37 am
Forum: Ideas and Requests For Mods
Topic: Dynamic Stack Sizes - an alternative to Even Distribution
Replies: 8
Views: 333

Re: Dynamic Stack Sizes - an alternative to Even Distribution

thereaverofdarkness wrote:
Thu Oct 24, 2019 2:49 am

Maybe we need an auto-sort auto-suppress mod which makes it so that stacks will become temporarily sort-immune when you separate them directly from inside your inventory.
A kind of auto-sort without auto-stack
by jockeril
Thu Oct 17, 2019 9:30 am
Forum: Not a bug
Topic: [GFX] [0.17.70] Character graphics missing pick axe with armor
Replies: 4
Views: 317

Re: [GFX] [0.17.70] Character graphics missing pick axe with armor

Forget that - can I have a copy of your save ? - I really want to see that base ! :o

Just looking at the stacker there in the mini map got me curious ! :ugeek:
by jockeril
Thu Oct 17, 2019 7:34 am
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 8320

Re: Version 0.17.70

Following the recent notable increase in consumption of walls and laser turrets, the biters seems to stress my defenses adaequatly more. I guess I'll have to play without biters starting from now, or at least to tune them significantly down - and hurry to get the achievements I lack before I upgrad...
by jockeril
Sat Oct 05, 2019 10:48 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 169364

Re: [MOD 0.15] SmartTrains 2.0.5

Can someone please help me out by explaining the differences between this mod and LTN? Dynamic load assignments based on ongoing supply and demand seems to be roughly equivalent in those two mods. Whereas LTN solves train fueling through the use of Depot parking lots that all trains always get sent...
by jockeril
Sun Sep 29, 2019 6:48 am
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 17490

Re: Version 0.17.69

Hello. Maybe it comes from my deep ignorance of English, but for two years that I have been (discreetly) this forum, I noticed (too) frequently remarks that would have hurt me if they had been intended. In fact, I find it hard to understand that we can just tell people as passionate as our favorite...
by jockeril
Sun Sep 29, 2019 6:37 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 169364

Re: [MOD 0.15] SmartTrains 2.0.5

how much better is it then vanilla if I don't want to use a lot of circuit mechanics as I'm not good at it ? the refueling part is present in other train control mods and the FAT controller, I believe, manages lines - so why use smarttrains mod ? That said, since I've installed it, I've managed to ...
by jockeril
Sat Sep 28, 2019 6:54 am
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 17490

Re: Version 0.17.69

Hello everybody. Why so much aggression? It is so much more rewarding to be happy and to let it know. A thousand thanks to all this team for making me addicted. (My wife tends to curse you. :mrgreen: ) I totally understand and agree - my wife calls the computer my mistress :D Also - what aggression...
by jockeril
Tue Sep 17, 2019 7:22 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 169364

Re: [MOD 0.15] SmartTrains 2.0.5

Excuse my ignorance: what is the advantage of this mod over what I can do in vanilla? I read the description and this thread, but I'm somewhat puzzled: The refuelling is a neat feature where the train adds a refueling station to the end of its schedule automatically if it's fuel levels drop below a...
by jockeril
Mon Sep 16, 2019 6:24 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 20872

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I just love those stories about how you struggle with different mechanics. The fluid mixing issue is very important and I think we should all thank Dominic for the effort you put into it (I can understand the nightmares about work, as I have those too sometimes, even with issues that were already re...
by jockeril
Fri Sep 06, 2019 2:20 pm
Forum: Not a bug
Topic: [0.17.68] Personal Roboport stopped working
Replies: 4
Views: 286

Re: [0.17.68] Personal Roboport stopped working

Did you check that the personal roboport disabling is not on ?
by jockeril
Fri Sep 06, 2019 2:40 am
Forum: Releases
Topic: Version 0.17.67
Replies: 28
Views: 9432

Re: Version 0.17.67

The amount of changes and size of the change log make it feel like a new version to me, also with the length of time that passed since the last update before that :)
by jockeril
Mon Aug 26, 2019 8:24 pm
Forum: Multiplayer / Dedicated Server
Topic: Local factorio server (LAN) Win10
Replies: 8
Views: 907

Re: Local factorio server (LAN) Win10

Hi, You should get all the answers from this wiki page <<Omitted>> [*]Run the server as per the instructions in https://wiki.factorio.com/Multiplayer#Dedicated.2FHeadless_server This should get you started - post here on your success or if you have more questions :geek: Edit: you can run the server...
by jockeril
Mon Aug 26, 2019 4:52 am
Forum: Releases
Topic: Version 0.17.66
Replies: 12
Views: 10460

Re: Version 0.17.66

I thought people used parallel installations of factorio for different mod sets :roll: I have parallel installations of Factorio that are different versions. for mods, just make another mod folder inside the game directory (I don't use the steam version, mods are installed in the game directory, no...
by jockeril
Wed Aug 21, 2019 8:06 am
Forum: Releases
Topic: Version 0.17.66
Replies: 12
Views: 10460

Re: Version 0.17.66

This is the first 0.17 I've played. I know the GUI has gone through a lot of changes; consider this a single data-point personal feedback based on what I find intuitive; I'm sure you've heard all this before but I couldn't see an obvious thread about the GUI/usability. Probably all this is just bec...
by jockeril
Sun Aug 18, 2019 6:29 am
Forum: Modding help
Topic: IDE's and Factorio API
Replies: 4
Views: 260

Re: IDE's and Factorio API

There is an extension for vscode https://marketplace.visualstudio.com/items?itemName=svizzini.factorio-lua-api-autocomplete It's not a real autocomplete most of the time, since it will happily suggest invalid functions (it works for game. ). But i guess that's more due to lua being lua. Is there on...

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