Search found 77 matches
- Mon Mar 11, 2019 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.10] Console not opening with Enter-key
- Replies: 7
- Views: 2328
[0.17.10] Console not opening with Enter-key
I wanted to open the console, which I had bound to the Enter key(or Return key as it is called in game). Upon hitting the enter key the console didn't open. To make sure it wasn't a keybind issue, I rebound it to the tilde key. It opened the console. After that I rebound to the enter key, and the co...
- Wed Mar 06, 2019 4:30 pm
- Forum: Duplicates
- Topic: [0.17.6] Missing back button on ingame modportal
- Replies: 2
- Views: 565
[0.17.6] Missing back button on ingame modportal
I'm not sure if it is a GUI that still needs to be updated, but most menu's have a back button. The Mods window only has a confirm button, which might be counterintuitive if you don't make changes but do have to click confirm to go back
- Tue Mar 05, 2019 3:48 pm
- Forum: General discussion
- Topic: Mod Fix:0.16->0.17
- Replies: 3
- Views: 1725
Re: Mod Fix:0.16->0.17
you don't need to update the upgrade-planner, it is implemented in the game.
Also instead of uploading the mods to a package manager, make a pull request on github for the mods that are on github(Picker Pipe Tools and Upgrade planner are both on github)
Also instead of uploading the mods to a package manager, make a pull request on github for the mods that are on github(Picker Pipe Tools and Upgrade planner are both on github)
- Tue Feb 26, 2019 6:19 pm
- Forum: Not a bug
- Topic: 0.17.0 game.player.surface.peaceful_mode not respected
- Replies: 2
- Views: 619
0.17.0 game.player.surface.peaceful_mode not respected
It seems that the biters have rebelled against the console. When generating a world with biters NOT set to peaceful and then changing it with the console the biters are still agressive. What I did 1. Generate a world with biters set to agressive 2. After generating set the peaceful mode on the curre...
- Mon Nov 26, 2018 3:26 pm
- Forum: Multiplayer
- Topic: Looking for someone who'd want to play a bob's with LTN game
- Replies: 0
- Views: 844
Looking for someone who'd want to play a bob's with LTN game
I'm searching for someone who'd like to play a game with some mods Mods used: AutoColor Belt Brush 16 Belt Reverser Bob's Adjustable Inserters Bob's Assembling Machines Bob's Electronics Bob's Functions Libray mod Bob's Logistics mod Bob's Metals, Chemicals and Intermediates Bob's Mining Bob's Modul...
- Mon Nov 26, 2018 3:09 pm
- Forum: Multiplayer
- Topic: Looking for partner
- Replies: 9
- Views: 3839
Re: Looking for partner
I'd like to join as well
- Mon Nov 26, 2018 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: "Entity is not splitter" on splitter ghost
- Replies: 1
- Views: 839
"Entity is not splitter" on splitter ghost
A splitter's ghost does not allow the reading of splitter_filter, splitter_output_priority and splitter_input_priority. The error given is "Entity is not splitter". While this is true(entity is a ghost after all) the ghost should have those properties, as evident by the fact that the advan...
- Fri Nov 23, 2018 8:30 pm
- Forum: News
- Topic: Friday Facts #270 - HR Substation & Save/Load overview
- Replies: 99
- Views: 38735
Re: Friday Facts #270 - HR Substation & Save/Load overview
Factorio, a game where automation is the key of the game
Factorio T-shirt packaging, no automation visible
Factorio T-shirt packaging, no automation visible
- Thu Nov 15, 2018 5:10 pm
- Forum: Mod portal Discussion
- Topic: [Fixed] mods.factorio search goes to trending
- Replies: 1
- Views: 1149
[Fixed] mods.factorio search goes to trending
When using the search form of mods.factorio.com the next page displayed isn't the search results, but the trending page.
Someone probably edited the wrong line of code which resulted in the form's action being set to `/trending?version=0.16`
Someone probably edited the wrong line of code which resulted in the form's action being set to `/trending?version=0.16`
- Fri Oct 26, 2018 4:33 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 208718
Re: Friday Facts #266 - Cleanup of mechanics
Why though not change the boiler energy display from MW to MJ. That way it is clear when you talk about fuel(MJ) and when talking about electricity. I think that, if I didn't know better, I would see 'energy consumption' using a Watt value and think it needs electricity.
- Fri Oct 12, 2018 7:37 pm
- Forum: Already exists
- Topic: on_put_item Event
- Replies: 17
- Views: 5801
Re: on_put_item Event
Sadly(or rather not that sadly) I cannot reproduce the issue anymore. I do remember having to make a work around for it. I will keep on trying to find the issue again.
- Thu Oct 11, 2018 5:39 pm
- Forum: Already exists
- Topic: on_put_item Event
- Replies: 17
- Views: 5801
Re: on_put_item Event
It is getting fired though, during development of my there is my ghost mod I had a lot of nil exceptions from the game in my on_put_item event. So this should be a bug report, where on_put_item gets fired when it should but should not? (documentation says it is fired just before a player builds some...
- Mon Oct 08, 2018 2:07 pm
- Forum: Already exists
- Topic: on_put_item Event
- Replies: 17
- Views: 5801
Re: on_put_item Event
@one of the devs(or moderators) I don't know who put this in 'Already exists' because it does not belong here. The 'Already exist' forum is for items that already exist in the modding API. According to the current documentation(0.16.51) no item is 'item' in the event. The only way to do this now is ...
- Fri Sep 21, 2018 6:09 am
- Forum: Implemented Suggestions
- Topic: Trees on deconstruction planner
- Replies: 3
- Views: 1771
Trees on deconstruction planner
TL;DR One filter to chop them all What ? The deconstruction planner has 20 different filters for trees. 0tmp.png I understand that this is because every type of tree is a different type of entity, but I think that there should also be the possibility to have a single filter for all trees. 0tmpedit....
- Sat Mar 03, 2018 9:58 pm
- Forum: Not a bug
- Topic: [0.16] Console command warning on modded save
- Replies: 1
- Views: 737
[0.16] Console command warning on modded save
I'm not completely sure if this should be considered a bug or an idea, but why does the console warn a player about a command disabeling achievements, when achievements are already disabled by the mods. What did I do: Open/create a modded save attempt to perform a command (/c game.player.name = &quo...
- Sun Feb 25, 2018 11:34 am
- Forum: Ideas and Suggestions
- Topic: Crash logs for mod related crashes
- Replies: 0
- Views: 511
Crash logs for mod related crashes
When I inavertently created a crash during development of a mod, I wondered what happens with the crash logs that are generated after a chrash from a mod(incorrect configuration of something or another). It might be beneficial to the modder if he could have a way of knowing that his/her mod causes a...
- Mon Feb 12, 2018 10:27 am
- Forum: Not a bug
- Topic: [0.16] Ingame mod portal patch version
- Replies: 2
- Views: 964
[0.16] Ingame mod portal patch version
When specifying a patch version in `factorio_version` of a mods info.json file, the ingame mod portal display's 'no released version' even when the game's version is greater than that version. Example: Game's version: 0.16.22 info.json { "name": "mod", "version": "...
- Fri Feb 02, 2018 8:52 am
- Forum: Implemented mod requests
- Topic: no_intermediate flag on recipes
- Replies: 9
- Views: 2957
Re: no_intermediate flag on recipes
I linked a mod in the OP. It will add some recipes to convert burner stage to electric stage. Using that mod and attempting to make a fast inserter will craft the following intermediates: burner inserter -> burner to electric inserter(mod recipe) -> fast inserter That path for the recipe costs the ...
- Thu Feb 01, 2018 9:11 pm
- Forum: Implemented mod requests
- Topic: no_intermediate flag on recipes
- Replies: 9
- Views: 2957
Re: no_intermediate flag on recipes
I linked a mod in the OP. It will add some recipes to convert burner stage to electric stage. Using that mod and attempting to make a fast inserter will craft the following intermediates: burner inserter -> burner to electric inserter(mod recipe) -> fast inserter That path for the recipe costs the s...
- Thu Feb 01, 2018 3:42 pm
- Forum: Implemented mod requests
- Topic: no_intermediate flag on recipes
- Replies: 9
- Views: 2957
Re: no_intermediate flag on recipes
This may be slightly inconvenient, but perhaps you could make your recipes assembly-machine-only, by adding category = "advanced-crafting" , which currently only seems to be used by the engine unit. Not the intention to do that. It would not be usefull to have to plonck down a assembler j...