When building fill percentage status indicator bars, it would be very useful if the color could be made visible on the map, optionally per lamp of course.
Here's a quick mockup of how it could look like:
Search found 25 matches
- Tue Nov 24, 2020 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Make lamp color visible on the map
- Replies: 1
- Views: 920
- Fri Dec 04, 2015 8:44 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.1
It's not yet implemented.Aidoboy wrote:The URI links aren't working for me, is there anything I need to do to set them up?
- Sun Sep 20, 2015 9:23 am
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.1
I'm confused about something. None of the instructions for how to use FMM tell me how to get the "install using FMM" button on the Factorio Mods website. I have Java installed, I have FMM installed and running, but clicking "Install" on any mod on the website does nothing. What'...
- Sun Sep 13, 2015 1:59 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.1
Sorry guys I accidentally dragged the file without libraries. My build system makes 2 files and I got the wrong one.
Please go back to the release page and download it again.
Please go back to the release page and download it again.
- Fri Sep 11, 2015 4:39 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
- Fri Sep 11, 2015 4:19 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
I'm actually creating the directory. This works on any OS except Windows 7. I'll have a look on what's wrong there. EDIT: I see why it's happening now. I'm checking for directories but the service that listens for directory changes is launched before that happens. Simple fix. EDIT EDIT: Also I'm usi...
- Sun Sep 06, 2015 12:49 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Maybe try running with cmd: java -jar FactorioModManger-0.2.0.jar Nope I'm running Java 8 u60 on Windows 10 without any issues from the Batch file. My Batch file is "java -jar "E:\Program Files\Factorio\ModManager\FactorioModManager-0.2.0.jar"" I think it's Windows 7 specific. I...
- Sat Sep 05, 2015 1:56 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Maybe try running with cmd:
Code: Select all
java -jar FactorioModManger-0.2.0.jar
- Fri Sep 04, 2015 5:19 pm
- Forum: Modding discussion
- Topic: Network Protocol
- Replies: 1
- Views: 7254
Re: Network Protocol
I made a google drive spreadsheet outlining stuff I understand about the protocol. If anyone sees something they know what it means, feel free to add a comment about it
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
https://docs.google.com/spreadsheets/d/ ... edit#gid=0
- Tue Sep 01, 2015 11:15 am
- Forum: Ideas and Suggestions
- Topic: Those wasted items at splitter dead-ends...
- Replies: 15
- Views: 17034
Re: Those wasted items at splitter dead-ends...
If you have valuable items on the belt, initialize it by putting worthless items on it until the dead ends of the splitters are filled with those. Collect all the residue at the end of the band and then you have your belt system ready for the valuable items.
- Tue Sep 01, 2015 10:22 am
- Forum: Modding discussion
- Topic: Network Protocol
- Replies: 1
- Views: 7254
Network Protocol
I've been wondering how the network protocol works, because I want to offer a feature in my mod manager that detects mods needed to play on a multiplayer server so it is able to install those mods before launching factorio. Anyway, I've used a network sniffer to get some of the handshake between cli...
- Sun Aug 30, 2015 9:12 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Having an issue if the mods aren't in a zip file. I downloaded the 5DIM pack (contains all their mods in 1 zip) and because Factorio doesn't like mods packaged like that unzipped to the right location and the Mod Manager didn't copy them across. Yup, it doesn't support anything unzipped right now. ...
- Fri Jul 31, 2015 4:46 pm
- Forum: Modding discussion
- Topic: What Are The Limits of Modding Factorio?
- Replies: 6
- Views: 12330
Re: What Are The Limits of Modding Factorio?
Kinda related, is it possible to modify behaviour / GUI outside of the game itself? That would be main menu and such.
- Thu Jul 30, 2015 7:44 am
- Forum: Not a bug
- Topic: [?] Command line arguments don't work on OS X
- Replies: 2
- Views: 3494
Re: [?] Command line arguments don't work on OS X
I don't understand? I can push arguments to the executable in the MacOS folder with the --args flag. I can also directly launch the executable as if I used some command line tool.slpwnd wrote:This is imho not really factorio problem, rather an OSX thing.
- Tue Jul 28, 2015 8:23 pm
- Forum: Not a bug
- Topic: [?] Command line arguments don't work on OS X
- Replies: 2
- Views: 3494
[?] Command line arguments don't work on OS X
Tried the command line arguments listed in the wiki (https://forums.factorio.com/wiki/index.php?title=GameClient) on OS X and none of them work. Tested with factorio 0.11.22, 0.12, 0.12.1 Either with `open Factorio.app --args <startup args>` or with `Factorio.app/Content/MacOS/factorio <startup args`
- Fri Jul 24, 2015 11:31 am
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Correct. The next version will have this.sadris wrote:It doesn't seem to detect mods that are just in folders. It only detects those that are in a zip file.
- Wed Jul 08, 2015 8:01 am
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Yeah we can do that. I'll PM you my details.StanFear wrote:hey, maybe we should all meet up on skype or something to talk about what we need exactly for such a server and then set it up all together ?
- Wed Jul 08, 2015 7:11 am
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
Hmm, people still use my launcher? Interesting. But good luck to your mod manager, I am interested in how you do your downloads, the temporary manual method in mine was supposed to have been changed when somone I was talking to was going to make a huge mod site that would allow mod managers and lau...
- Tue Jul 07, 2015 12:22 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
I intentionally didn't want to include automatic updates because that's super messy when there's no central repository. well that is exactly the point I want to try to adress in my idea of a modmanager :) I will have my new computer tomorrow if everything go according to plan and will then be able ...
- Mon Jul 06, 2015 10:58 pm
- Forum: Mod and installation managers
- Topic: Factorio Mod Manager 0.2.1
- Replies: 61
- Views: 101386
Re: Factorio Mod Manager 0.2.0
I intentionally didn't want to include automatic updates because that's super messy when there's no central repository. I can however make it easier to update mods. As I want to read mods from savegames soon to collect all the mods needed to play a save and then launch factorio with those mods, this...