Search found 1352 matches
- Mon Mar 18, 2019 2:58 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139161
Re: Configuration & usage
I do some rotation on blueprints before parsing them since a while ago (iirc FARL should even update the blueprint on your cursor after rotating), there might be something wrong. If my example images don't work then it's really bad :D I'm gonna check it out rebuilding F.A.R.L. (in earlier versions t...
- Fri Mar 15, 2019 11:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.14]Mod gui buttons not working (with custom scaling)
- Replies: 1
- Views: 1288
[kovarex] [0.17.14]Mod gui buttons not working (with custom scaling)
To reproduce: Settings/Resolution: UI scale: 100%, 1920x1080, windowed, maximized Load the attached save with the attached mod Move the cursor over Button 20 (from top to bottom) Eventually it will no longer be displayed as selected and the entity info for the research lab which is under the button ...
- Mon Mar 11, 2019 8:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.10] Console not opening with Enter-key
- Replies: 7
- Views: 2353
Re: [0.17.10] Console not opening with Enter-key
Same here factorio-current.log 0.000 2019-03-11 21:38:20; Factorio 0.17.10 (build 43567, linux64, alpha) 0.061 Operating system: Linux (Ubuntu 16.04) 0.062 Program arguments: "./factorio" 0.062 Read data path: /home/choumiko/factorio/data 0.062 Write data path: /home/choumiko/factorio [246...
- Sun Mar 10, 2019 12:33 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84644
Re: [MOD 0.15|0.14]AutoTrash 2.0.1
Just updated for 0.17 The UI to select items could be removed and instead use the vanilla player ui. I definitely would keep the part to save and restore different configurations. The way it works could be brought up to date using built in auto trash filters instead of adding items stack by stack to...
- Thu Mar 07, 2019 9:06 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 91951
Re: [MOD 0.15] ModuleInserter 2.0.0
Fixed in the latest update. Bobs enables productivity modules in beacons which executes code i never tested for 0.17
- Thu Mar 07, 2019 8:46 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84644
Re: [MOD 0.15|0.14]AutoTrash 2.0.1
I worked a bit on it yesterday. Got it to load, changed the UI a bit and started to wonder if there still is a need for the mod? After not really playing Factorio for a long time, the whole setting up Autotrash seemed really clunky and annoying to me, compared to setting up the vanilla autotrash. Th...
- Tue Mar 05, 2019 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.5]Deserialization error after creating scenario
- Replies: 4
- Views: 2368
Re: [0.17.5]Deserialization error after creating scenario
Just to make extra sure, every click to reproduce: 1. Map editor 2. New scenario 3. Play 4. Escape 5. Save and play 6. Give the scenario a name 7. Save -> Error Attached current.log and zipped scenario There is one "magic" thingy in the script.dat, that iirc refernces a FactorioLuaObject E...
- Tue Mar 05, 2019 11:21 am
- Forum: Not a bug
- Topic: [0.17.5]LuaPlayer.controller_type not set correctly in on_player_created
- Replies: 4
- Views: 785
[0.17.5]LuaPlayer.controller_type not set correctly in on_player_created
LuaPlayer.controller_type isn't set correctly during the on_player_created event when starting the map editor via Map editor -> New scenario script.on_event(defines.events.on_player_created, function(event) log("on_player_created defines.controllers.editor: " .. defines.controllers.editor)...
- Tue Mar 05, 2019 10:32 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.5]Deserialization error after creating scenario
- Replies: 4
- Views: 2368
[Rseding91] [0.17.5]Deserialization error after creating scenario
To reproduce: 1. Open map editor from main menu 2. run /c global.player = game.player in the console 3. Click "Save and play" 4. Results (current.log) in: 2946.087 Failed to deserialize mod data for "level". Error: Deserialization error, LuaObject targets to wrong object. Save fi...
- Wed Feb 27, 2019 8:06 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 139161
- Mon Jun 04, 2018 9:03 am
- Forum: F.A.R.L
- Topic: F.A.R.L breaks with my mod "Workbench" - I may have fixed..
- Replies: 2
- Views: 3048
Re: F.A.R.L breaks with my mod "Workbench" - I may have fixed..
Workbench crashes the game when a robot builts anything (unrelated to FARL).
The on_robot_built_entity doesn't contain event.player_index. Remove line 3 in your control.lua and it should be fine. The player variable you assign isn't used in the function at all
The on_robot_built_entity doesn't contain event.player_index. Remove line 3 in your control.lua and it should be fine. The player variable you assign isn't used in the function at all
- Mon Mar 26, 2018 3:18 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 91951
Re: [MOD 0.15] ModuleInserter 2.0.0
Productivity modules not working should be fixed in the latest release. I noticed two things. If you have an entity with modules missing (blue icon), new module configurations don't replace it and you have to manually cancel the blue modules missing notice, or remove and replace the entity. Second t...
- Mon Mar 26, 2018 1:53 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 62511
Re: [0.12]Ideas, suggestions & discussion
Hi Choumiko, not sure how often you check this thread, but was wondering if you could add a setting to toggle the FARL equipment and subsequent equipment grids on/off? While I know some people wanted the equipment so they could use it in any train, to me it makes the dedicated FARL loco pointless w...
- Mon Mar 26, 2018 1:12 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129646
Re: [0.12] Bugs, crashes & other issues
Hello all, Thank you Choumiko for keeping this amazing one of my most loved mods! I wanted to ask you if it would be possible to lay concreted rails: https://mods.factorio.com/mods/steinio/concreted-rails I get the error "out of rails" since I think FARL does not understand that concreted...
- Tue Jan 23, 2018 10:56 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120396
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
It's maybe fixed in the latest update. I just don't assign a style anymore, though i have no idea why i can't reproduce it
- Sat Jan 13, 2018 3:38 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299629
Re: [MOD 0.15] SmartTrains 2.0.5
Awesome testsave, and not that hard of a fix actually :D Should work in the latest update In case you're interested: SmartTrains checks rules when a train leaves a station, meaning when the api tells that the state changed from wait_station to on_the_path, in your setup with the signal directly afte...
- Sat Jan 13, 2018 1:50 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120396
Re: [MOD 0.16] Foreman - Blueprint Manager 3.0
[quote="Zuzak"]jI got this crash error thrown at me(copied from log) on loading a save that I was working on with 16 Error while running on_configuration_changed: Style of type HorizontalFlow can't have parent style of type VerticalFlow [/quote] Can you share the save? I can't reproduce it...
- Sat Jan 06, 2018 9:13 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299629
Re: [MOD 0.15] SmartTrains 2.0.5
Somewhat updated to 0.16,
Didn't get much testing in, besides a simple 2 station trainline, and clicking all buttons
Didn't get much testing in, besides a simple 2 station trainline, and clicking all buttons
- Sat Jan 06, 2018 9:09 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270868
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
I just updated FatController to 0.16, right now (Factorio 0.16.15) remote controlling trains doesn't work. This bug will be fixed in Factorio 0.16.16
https://mods.factorio.com/mods/Choumiko ... Controller
https://mods.factorio.com/mods/Choumiko ... Controller
- Tue Dec 12, 2017 11:22 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 91951
Re: [MOD 0.15] ModuleInserter 2.0.0
A bit late, but: If the assemblers are inside a logistics network that has modules available it will take from the network without having bots fly there. From the mod portal page: Notes: Modules will first be taken from your inventory, if you don't have enough it will take them from the logistics ne...