Search found 1352 matches
- Tue May 14, 2019 5:08 pm
- Forum: Implemented mod requests
- Topic: Simple property request: LuaEntityPrototype.item_slot_count
- Replies: 3
- Views: 987
Re: Simple property request: LuaEntityPrototype.item_slot_count
That requires an actual entity, i kind of want it from the prototype only (edited top post)
- Tue May 14, 2019 3:41 pm
- Forum: Implemented mod requests
- Topic: Simple property request: LuaEntityPrototype.item_slot_count
- Replies: 3
- Views: 987
Simple property request: LuaEntityPrototype.item_slot_count
Unless i'm blind the number of signals a constant combinator can hold isn't exposed in the LuaEntityPrototype . Would be nice to have access to that during runtime, so i can figure out which combinator to use in my mod (exporting a possibly big collection of items with associated numbers to a bluepr...
- Mon May 13, 2019 8:35 am
- Forum: Minor issues
- Topic: [Dominik][0.17.38]Character gui not updating when writing LuaPlayer.auto_trash_filters
- Replies: 1
- Views: 958
[Dominik][0.17.38]Character gui not updating when writing LuaPlayer.auto_trash_filters
To reproduce: Open the character gui, switch to the Auto Trash tab /c game.player.auto_trash_filters = {["wood"] = 0, ["iron-plate"] = 5}; game.print(serpent.line(game.player.auto_trash_filters)) Displayed filters are not updated, changing to the logistics tab and back to Auto Tr...
- Sat May 11, 2019 12:45 pm
- Forum: Not a bug
- Topic: [0.17.38] Items disappear when picking up assembling machine
- Replies: 17
- Views: 5958
Re: [0.17.38] Items disappear when picking up assembling machine
Not a bug:
68370
67923 (No dev comment but those threads have been moved to Not a bug)
But there is a mod: Dont lose in progress ingredients
68370
67923 (No dev comment but those threads have been moved to Not a bug)
But there is a mod: Dont lose in progress ingredients
- Thu May 09, 2019 9:13 am
- Forum: Modding discussion
- Topic: [Resolved] Mod name help! "Automatic Ghost Train"?
- Replies: 13
- Views: 2671
- Tue May 07, 2019 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
- Replies: 7
- Views: 3196
[Rseding91] [0.17.37]choose-elem-button: wierd interaction with locked button and updating style
I'm trying to create a gui that looks and behaves similar to the vanilla logistics request gui: Clicking a button with an item selects that button without opening the selection window Clicking the same button again opens the selection window For that to work i have to set LuaGuiElement.locked = true...
- Thu May 02, 2019 8:45 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 271016
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Fixed in the latest update.
The mod update from yesterday should already have worked with 0.17.34 and 0.17.35 (if i had guessed that they also renamed the icon )
The mod update from yesterday should already have worked with 0.17.34 and 0.17.35 (if i had guessed that they also renamed the icon )
- Tue Apr 23, 2019 8:29 am
- Forum: Duplicates
- Topic: [0.17.32] Problem with dialog layout in Test mod
- Replies: 3
- Views: 920
- Sat Apr 20, 2019 4:51 pm
- Forum: F.A.R.L
- Topic: Any risk when removing FARL?
- Replies: 1
- Views: 2703
Re: Any risk when removing FARL?
Only if you placed a FARL locomotive. It will disappear when the mod is removed, but that's about it.
- Sat Apr 20, 2019 10:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] LuaGuiElement.caption not updating correctly
- Replies: 1
- Views: 1837
[kovarex] [0.17.32] LuaGuiElement.caption not updating correctly
Setting the caption for a label to "" doesn't always update the GUI: Screenshot from 2019-04-20 12-42-33.png clicking the clear button should set the labels to be displayed as empty, actual result: Screenshot from 2019-04-20 12-43-18.png It seems like if a label has style.width AND style.h...
- Fri Apr 12, 2019 7:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Linux headless server crash (with stacktraces) and Windows game crash upon connection attempt.
- Replies: 6
- Views: 5369
Re: [0.17.28] Linux headless server crash (with stacktraces) and Windows game crash upon connection attempt.
Log with actual stack trace (from the save in OP): 0.000 2019-04-12 09:51:01; Factorio 0.17.28 (build 44374, linux64, alpha) 0.030 Operating system: Linux (Ubuntu 18.04) 0.030 Program arguments: "./factorio" 0.030 Read data path: /home/choumiko/factorio/data 0.030 Write data path: /home/ch...
- Tue Apr 09, 2019 8:34 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120466
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
See my thoughts here: https://mods.factorio.com/mod/Foreman/d ... 000d01e48f
TLDR: With being able to use the vanilla upgrade planner on blueprints and https://mods.factorio.com/mod/BlueprintExtensions offering mirroring (and more) it really seems obsolete
TLDR: With being able to use the vanilla upgrade planner on blueprints and https://mods.factorio.com/mod/BlueprintExtensions offering mirroring (and more) it really seems obsolete
- Fri Apr 05, 2019 8:12 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129741
Re: [0.12] Bugs, crashes & other issues
Thanks for the report, should be fixed in the latest update
- Mon Apr 01, 2019 11:37 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139226
Re: Configuration & usage
EDIT(1): Well, that was certainly an interesting one. When I was making the blueprints, I (without apparent reason) was rotating them by 180° before feeding them to F.A.R.L. This seems to have caused the described confusion. Upon rotating the blueprint back so that the chain signal would face north...
- Fri Mar 29, 2019 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23]LuaCharacter.set_request_slot() inconsistency and typo
- Replies: 1
- Views: 1615
[0.17.23]LuaCharacter.set_request_slot() inconsistency and typo
LuaCharacter.set_request_slot() doesn't let you set 0 as the requested amount, whereas you can set a 0 request via the GUI just fine. To reproduce: /c game.player.character.set_request_slot({name="wood", count=0}, 1) Results in an error: Cannot execute command. Error: Item stack count has ...
- Thu Mar 28, 2019 7:18 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod request] Personal logistic requests presets
- Replies: 3
- Views: 1178
Re: [Mod request] Personal logistic requests presets
https://mods.factorio.com/mod/AutoTrash should do what you want (and more)
- Tue Mar 19, 2019 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.15]Crash when loading 0.15.3 map (Train::checkConsistency)
- Replies: 1
- Views: 493
[kovarex] [0.17.15]Crash when loading 0.15.3 map (Train::checkConsistency)
Just for completeness (i don't care about the save) To reproduce simply load the attached save (with only base mod or mods synced to save) Without any mods: 0.000 2019-03-19 13:34:04; Factorio 0.17.15 (build 43864, linux64, alpha) 0.029 Operating system: Linux (Ubuntu 18.04) 0.029 Program arguments:...
- Tue Mar 19, 2019 12:14 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139226
Re: Configuration & usage
Should be fixed in the latest update.
I forgot that FARL has a startup setting that disabled the farl-roboport
I forgot that FARL has a startup setting that disabled the farl-roboport
- Mon Mar 18, 2019 10:28 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139226
Re: Configuration & usage
Having a problem loading the mod in 0.17.14 experimental. Error while applying migration: Fully Automated Rail Layer: 2017-05-29_FARL_1.0.10.lua __FARL__/migrations/2017-05-29_FARL_1.0.10.lua:8: attempt to index field 'farl-roboport' (a nil value) stack traceback: __FARL__/migrations/2017-05-29_FAR...
- Mon Mar 18, 2019 4:32 pm
- Forum: Not a bug
- Topic: [0.17.14] Strange pathfinding of Trains
- Replies: 3
- Views: 1031
Re: [0.17.14] Strange pathfinding of Trains
Train stations apply a heavy penalty to the path length if a train passes through them. When the path includes a train stop that is not the destination -> Add a penalty of 2000. from https://wiki.factorio.com/Railway/Train_path_finding Your InternKraftwerk and InternIronWest need to be passed by you...