Search found 197 matches
- Sat Jan 27, 2018 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.19] "Import string" dialog closes itself in BP library
- Replies: 4
- Views: 1441
Re: [0.16.19] "Import string" dialog closes itself in BP library
This is still occurring in 0.16.20. I thought it would be fixed given the changelog entry, "Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work." The behavior in 0.16.20 is unchanged from 0.16.19: Clicking "Import string" opens a dialog that then ...
- Fri Jan 26, 2018 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.19] "Import string" dialog closes itself in BP library
- Replies: 4
- Views: 1441
[Rseding91] [0.16.19] "Import string" dialog closes itself in BP library
I found the first blueprint string I've wanted to import in a long time, and specifically loaded a map just to put it in my local blueprint storage. When I clicked the import button, the dialog appeared for a bit then closed itself before I could paste. Eventually I managed to open the dialog, hit C...
- Fri Jan 26, 2018 5:28 am
- Forum: Technical Help
- Topic: Game won't start
- Replies: 5
- Views: 1491
Re: Game won't start
It's been told to load a save file that doesn't exist, it looks like.
- Fri Jan 26, 2018 4:06 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 390498
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Without testing it myself, I would guess it was just a typo for >=
- Fri Jan 26, 2018 12:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.18] Biter slowly walking in circles in base
- Replies: 4
- Views: 3476
Re: [0.16.18] Biter slowly walking in circles in base
You're gonna love this menu.
- Tue Jan 23, 2018 10:59 am
- Forum: Resolved Problems and Bugs
- Topic: [16.17][mac] Crashes after update right on start MR
- Replies: 18
- Views: 10678
Re: [16.17][mac] Crashes after update right on start MR
Starting once again on OS X 10.10.5, hope it works for the more up-to-date folks as well.HanziQ wrote:Should be fixed in 0.16.18, but I am not 100% sure as I could not reproduce this.
- Tue Jan 23, 2018 8:33 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50265
Re: [MOD 0.16] Vehicle Wagon 1.2.1
Changed the Winch to be a capsule-type item. This adds a range visualization circle, among other things, but core functionality is of course unchanged. This is clever. I like that it uses melee-type "ammo" so the winch "capsule" isn't consumed. (At least, I assume it's not consu...
- Mon Jan 22, 2018 10:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.17][mac] Crashes after update right on start MR
- Replies: 18
- Views: 10678
Re: [0.16.17] Game crashes after upgrade
Linux users, there are separate threads for your crashes. One of the following may address your issues, but let's keep this thread for the Mac crashes on startup only. (To any moderators reading this: Retitling this thread to include "on Mac OS X" in the subject would be very helpful. :)) ...
- Mon Jan 22, 2018 10:01 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322386
Re: [MOD 0.16] Orbital Ion Cannon 1.6.2
It's just like the Factorio team to automate things, isn't it? At any rate, I can apparently wait for a 0.16-compatible version of the original mod with spaces, due to that Mac bug making it impossible to launch my map with ion cannons on it. (It won't load in 0.16.16 due to a bug fixed in 0.16.17, ...
- Mon Jan 22, 2018 9:38 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 322386
Re: [MOD 0.16] Orbital Ion Cannon 1.6.2
Is it really required to remove spaces from the mod filename? Having the cheat menu as a workaround is neat and all, but I haven't been able to find any announcement stating that spaces in mod filenames are no longer allowed. Where was the rule change announced? I actually wanted to be able to say m...
- Mon Jan 22, 2018 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.17][mac] Crashes after update right on start MR
- Replies: 18
- Views: 10678
Re: [0.16.17] Game crashes after upgrade
I have this same issue on OS X 10.10.5 using the standalone version (not through Steam). My log file (attached) is basically identical. I tried loading both with my normal mod folder (loads fine in 0.16.16) and after renaming the mod folder to "mods.disabled". Edit: Tried a fresh download ...
- Sun Jan 21, 2018 9:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.16] Crash on load: Check distribution state
- Replies: 2
- Views: 2444
[Rseding91] [0.16.16] Crash on load: Check distribution state
Having seen massive improvements in UPS while loading my 0.15 map in 0.16 earlier today without mods to grab some screenshots for reddit, I thought I'd give a go at loading it for real with all the mods that have been updated for the new version so far. The list of missing mods is surprisingly short...
- Sat Jan 20, 2018 9:37 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41895
Re: Friday Facts #226 - New mod portal & other news
Change of tack with this post, from belts/bots to T-shirts. Could I suggest that you never make any more of the 'factorio gear' t-shirts. Make a new design instead. It's not as though you are short of great graphical images, from inserters to biters, so why not offer different designs each time aro...
- Sat Jan 20, 2018 3:38 am
- Forum: Modding help
- Topic: Mod-added logistic storage chest not getting filter in GUI
- Replies: 2
- Views: 872
Re: Mod-added logistic storage chest not getting filter in GUI
Yep, late-night cognitive failure did me again. Of course that works. I thought it would be too easy… Thanks, Nexela. Trying to figure out why I can't find that in the base files I was looking through to compare the storage chest entity, but maybe I'm accidentally using a stale copy from before the ...
- Fri Jan 19, 2018 9:21 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 41895
Re: Friday Facts #226 - New mod portal & other news
New mod portal On Wednesday morning HanziQ quietly launched the much anticipated new mod portal. Our intention was that nobody will notice, and it seems like we mostly achieved that. There were some small issues that we resolved following the deployment, but overall we would say it was a success. I...
- Fri Jan 19, 2018 8:21 am
- Forum: Modding help
- Topic: Mod-added logistic storage chest not getting filter in GUI
- Replies: 2
- Views: 872
Mod-added logistic storage chest not getting filter in GUI
Adding buffer variants of warehouses was pretty trivial, actually. Just set the `logistic_mode = "buffer"` and the GUI for filtering showed right up, same as it did for the requester type. However, one of the mod portal discussions pointed out that storage warehouses (which are basically j...
- Thu Jan 18, 2018 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Mod Portal] Expanding images no longer works
- Replies: 1
- Views: 996
[Mod Portal] Expanding images no longer works
Clicking the thumbnails of screenshots uploaded with a mod used to show the full version of the screenshot. Now, nothing happens on clicking the thumbs: https://i.imgur.com/TKRQwnL.png Possibly related error in my browser's (Chrome on OS X) console that appears on page load: Uncaught TypeError: Cann...
- Wed Jan 17, 2018 9:26 pm
- Forum: Modding help
- Topic: Making remnants permanent
- Replies: 11
- Views: 2025
Re: Making remnants permanent
Source code would have probably made it unnecessary for me to open this topic in the first place, haha. The docs are pretty good, but not perfect.Bilka wrote:and when I look at the source code, I can also see that time_to_live is not a valid property in the data phase.
- Fri Jan 12, 2018 11:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376731
Re: Friday Facts #225 - Bots versus belts (part 2)
My idea in favour of belts is: - a new infinite research that increases belts speed by a small amount, and makes the recipe for belts a little more expensive for each research completed The research should apply to express belts (not a new specific type of belt, so that blueprints work across diffe...
- Fri Jan 12, 2018 9:15 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 376731
Re: Friday Facts #225 - Bots versus belts (part 2)
On the one hand, splitters gaining the ability to prioritize sides and filter items on their own is exciting and makes sense given the (admittedly assumed) in-universe internal mechanics that make them function (not the actual code mechanics). But I can't help but feel a little frustrated, again, th...