Search found 77 matches

by Jelmergu
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...
by Jelmergu
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
by Jelmergu
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)
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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
by Jelmergu
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...
by Jelmergu
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
by Jelmergu
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`
by Jelmergu
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.
by Jelmergu
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.
by Jelmergu
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...
by Jelmergu
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 ...
by Jelmergu
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....
by Jelmergu
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...
by Jelmergu
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...
by Jelmergu
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": "...
by Jelmergu
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 ...
by Jelmergu
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...
by Jelmergu
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...

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