Search found 46 matches

by Diablo
Fri Jan 05, 2024 4:43 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 24643

Re: Friday Facts #392 - Parametrised blueprints

Kinda feels like a solution looking for a problem really. *Having one specific blueprint for each item, which sounds like a nightmare. Hence BP Books... and designing different builds is fun. *This is nice, but whenever I build the blueprint I need to re-configure all the filtered inserters for the ...
by Diablo
Fri Sep 29, 2023 2:36 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 78471

Re: Friday Facts #378 - Trains on another level

YES, YES, YES, A thousand times YES. I'm not crying, you're crying. :P Elevated rails be will one of the standalone official mods next to Quality and Space Age, so you can play a vanilla-like game with just the elevated rails for example, or other mods can just depend on Elevated rails. Especially t...
by Diablo
Fri Sep 15, 2023 12:07 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 56695

Re: Friday Facts #376 - Research and Technology

Happy to see all of this coming to 2.0 (and not 1.1)
I like the game (1.1) the way it is and will enjoy it, probably, for at least another 10 years.
Probably going to skip on 2.0 though.
by Diablo
Fri Sep 01, 2023 1:09 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42624

Re: Friday Facts #374 - Smarter robots

Hi cool update,

2 questions:

1: will this update also come to F1.1?
2: will this also address the queing issue where robots basically do nothing for an extended period of time if the build queue is extremely large (ghosted items) and some items are not available?

kind regards,

Diablo
by Diablo
Fri Jan 15, 2021 2:37 pm
Forum: Duplicates
Topic: [1.1.11] Can no longer drag/build ghosts entities
Replies: 2
Views: 881

[1.1.11] Can no longer drag/build ghosts entities

Hi,

With the new patch I am no longer able to place or drag ghost entities outside of my immediate build area.
Example: https://www.youtube.com/watch?v=vaYOwym ... nel=Diablo

Regards,
by Diablo
Fri Jan 15, 2021 11:34 am
Forum: Technical Help
Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
Replies: 21
Views: 15824

Re: Last hope: blueprint library recovery from save file. (v1.1.9+)

I just wanted to say here again, thank you so much for helping me out with this.
It means more then I can express here.

THANK YOU!
by Diablo
Fri Jan 08, 2021 4:11 pm
Forum: Technical Help
Topic: Lost blueprints after version rollback
Replies: 18
Views: 6433

Lost blueprints after version rollback

I have just had a horrifying realisation... With this new update being broken, I reverted back to 1.1.6 to hopefully be able to finish a months long project... But all my BP's have been erased. ALLL OFF THEM!!!!!!!!! Hundreds of hours of work just.... gone. The series I was doing on YT for over a ye...
by Diablo
Fri Jan 08, 2021 3:43 pm
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 23564

Re: Version 1.1.8

So this update (or 0.17) seems to have broken the game a little. :( Love the new features like the train overview etc but i noticed the following: * When dragging power poles, sometimes, they ignore the "only place on ghosts that are already there or at maximum distance" and just place pow...
by Diablo
Wed Dec 02, 2020 11:12 am
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4260

Re: Looking for a lua way to delete all nuclear scorch marks

Koub wrote: ↑
Mon Nov 30, 2020 8:08 pm
eradicator wrote: ↑
Mon Nov 30, 2020 6:38 pm
[Edit: Also on second thought it's probably better if you remove the code-quote from your post so in the unlikely case that i need to "bugfix" my original post yours doesn't continue to show the old code.]
Took the liberty to do it myself, as I walked by.
TY :D
by Diablo
Mon Nov 30, 2020 5:03 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4260

Re: Looking for a lua way to delete all nuclear scorch marks

eradicator wrote: ↑
Mon Nov 30, 2020 1:41 pm
[snip]
Thank you, this worked perfectly.
If I could upvote I would, again Thank you.
by Diablo
Sun Nov 29, 2020 10:14 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4260

Re: Looking for a lua way to delete all nuclear scorch marks

/c for i, surface in pairs (game.surfaces) do local entities = surface.find_entities_filtered{name="huge-scorchmark"} for j, entity in pairs (entities) do entity.destroy() end end Thanks for the fast responds, awesome! Unless I missed something, this, unfortunately, didn't work. I copied ...
by Diablo
Sun Nov 29, 2020 10:11 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4260

Re: Looking for a lua way to delete all nuclear scorch marks

ptx0 wrote: ↑
Sun Nov 29, 2020 10:10 pm
didn't wanna use lua, but now you're using lua ;)
Yup, sometimes you just gotta. :)
by Diablo
Sun Nov 29, 2020 10:02 pm
Forum: Technical Help
Topic: Large blueprint dat file mean super slow loading times
Replies: 4
Views: 1265

Large blueprint dat file mean super slow loading times

Hi, I was having an issue with everything loading in extremely slowly (loading maps) even when all mods etc had been turned off. I went looking for a rout cause and started by doing a clean install, after which everything was super fast again. I started by checking the settings to see if I broke som...
by Diablo
Sun Nov 29, 2020 9:28 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4260

Looking for a lua way to delete all nuclear scorch marks

Hi, Like the title says, i'm Looking for a lua way to delete all nuclear scorch marks. I have had the need to clear out large specific sections of forests and the nuclear bomb was the best way to do this. I know there is a way to remove trees via lua but I really didn't want to rely on lua to play t...
by Diablo
Fri Jun 12, 2020 6:55 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 73762

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I have to be honest and say it looks more cluttered to me and less nice. It also looks less "impressive" then the originals. As someone else said, it looks like the biters destroyed them. (especially zoomed out, like you mentioned these will be viewed as most frequently) I think there was ...
by Diablo
Sat Apr 04, 2020 11:53 pm
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 15607

Re: Friday Facts #341 - Audio, Artillery, Attenuation

And our old robot sounds have come back as additions.
Thank you. :)
by Diablo
Sun Mar 22, 2020 5:22 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 90143

Re: Friday Facts #339 - Beacon HR + Redesign process

Thanks for the update. I have to say I really do not like the redesign. If it has to be redesigned (and I really don't see why) then I will say I like the first iteration much better. Just lose the red colour and the giant yellow eye thingy. should be nicer then. The reason the current beacon works ...
by Diablo
Fri Feb 28, 2020 3:36 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 21854

Re: Friday Facts #336 - Offshore pump redesign

I would be very , very, very, VERY interested in that time lapse mod please. Did I say very yet. just in case... VERY. I have a lot of save games and the previous time lapse mod does not work anymore and an automated one would make my life.....unimaginably more easy. Hope you get to finish and relea...
by Diablo
Mon Jan 27, 2020 7:39 pm
Forum: Ideas and Suggestions
Topic: Automatically switch from ghost to real item (in hand) when one becomes available
Replies: 5
Views: 2714

0.18 update item in hand when item becomes available.

TL;DR Update the item (count) in hand when the item becomes available when non were available before. (ghosting) What ? I would like to see the functionality return that when I have no more of a certain item and I am working with the ghost of that item, (not holding shift) if I then start to handcr...

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