Search found 70 matches

by Jorn86
Thu Sep 19, 2019 3:43 pm
Forum: Releases
Topic: Version 0.17.69 - Stable 1
Replies: 45
Views: 33331

Re: Version 0.17.69

Added LuaPlayer::request_translation().
What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?
by Jorn86
Fri Sep 06, 2019 4:05 pm
Forum: Ideas and Requests For Mods
Topic: Emperor requests (mandatory offer system like Caesar III)
Replies: 8
Views: 3366

Re: Emperor requests (mandatory offer system like Caesar III)

slippycheeze wrote: ↑
Tue Aug 13, 2019 3:48 pm
Sounds like the Homeworld (reloaded) mod, only with a king instead of an entire planet. :)
Thanks for the plug :)
by Jorn86
Thu Aug 22, 2019 7:25 pm
Forum: Won't fix.
Topic: [0.17.66] Research not starting after removing mod
Replies: 1
Views: 793

[0.17.66] Research not starting after removing mod

1. Have a mod that adds a technology 2. Start researching that technology 3. Also add another technology to the queue 4. Save game, remove the mod, and reload 5. Notice that the first technology is gone (ok) Problem: the second tech is still in the queue, but the GUI says 'Press T to start research'...
by Jorn86
Sat Aug 10, 2019 5:39 pm
Forum: Questions, reviews and ratings
Topic: Total robot count display
Replies: 3
Views: 1768

Re: Total robot count display

You can easily access this information by pressing L, and heading to the Members tab. No need to hover over individual roboports.
by Jorn86
Sat Jul 20, 2019 8:57 am
Forum: Questions, reviews and ratings
Topic: roboport without inventory
Replies: 1
Views: 1251

Re: roboport without inventory

Look into the modular roboports from Bob's Logistics. There are logistic zone extenders which effectively do what you are asking for.
by Jorn86
Fri Jul 05, 2019 9:04 pm
Forum: Duplicates
Topic: [0.17.54] Crash after using auto-updater
Replies: 2
Views: 680

[0.17.54] Crash after using auto-updater

I used the in game updater to go from .53 to .54. Directly after updating, the game crashed with the attached log. I started it again, and then it was fine.
by Jorn86
Wed Jul 03, 2019 8:51 am
Forum: 1 / 0 magic
Topic: [0.17.52] Reset mod settings also resets other settings
Replies: 2
Views: 845

Re: [0.17.52] Reset mod settings also resets other settings

I'm thinking it may have been related to the auto update that happened around the same time. Maybe some file got corrupted. I'll let you know if it happens again.
by Jorn86
Wed Jul 03, 2019 8:20 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Long tool description breaks GUI
Replies: 1
Views: 2700

[kovarex] [0.17.53] Long tool description breaks GUI

When a mod adds a shortcut with a way too long name, then you open the tool selection menu, the window goes off screen. Then you can only close it with escape, as the X button is not visible.

See attached screenshot.
by Jorn86
Sun Jun 30, 2019 9:10 am
Forum: 1 / 0 magic
Topic: [0.17.52] Reset mod settings also resets other settings
Replies: 2
Views: 845

[0.17.52] Reset mod settings also resets other settings

I pressed the 'reset options to default' button on the mod settings page. That made the game restart on confirm. So far, so good. But when it restarted, all my other options were also reset: Sound, controls, the startup tips, everything. I haven't been able to reproduce it, though.
by Jorn86
Mon Jun 17, 2019 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.50] Mod calling player.begin_crafting causes game crash
Replies: 2
Views: 1946

[0.17.50] Mod calling player.begin_crafting causes game crash

The following code in a mod will make the game crash if the recipe to be crafted requires more than one actual craft (for example a yellow belt if you don't have gear wheels in inventory) script.on_event(defines.events.on_player_crafted_item, function(event) local player = game.get_player(event.play...
by Jorn86
Sun Mar 18, 2018 9:31 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

I just noticed that when using the Character classes mod, when I'm in a different body, only that body gets the extra quickbar when I research it. The unoccupied bodies don't get them. Is this intended, and if not can I fix it? This is a bug that I can't fix, reporting it in the main bug reports se...
by Jorn86
Sat Mar 17, 2018 11:28 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

I just noticed that when using the Character classes mod, when I'm in a different body, only that body gets the extra quickbar when I research it. The unoccupied bodies don't get them. Is this intended, and if not can I fix it?
by Jorn86
Wed Mar 14, 2018 9:56 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

So I started a new playthrough with the new Logistics and everything. My main experience is that the new low tier "basic" belt is just fine for the early game. Once you set up a dozen or two stone furnaces with tin and iron, it's easy enough to switch to yellow. The one thing I'd appreciat...
by Jorn86
Sun Mar 11, 2018 2:15 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

Hi Bob, The migration seems to have failed for the splitter recipes. I no longer have the express, turbo, or ultimate splitter recipes unlocked, the research was done before migration. Okay, this, I have no idea why it would do that. all splitter unlocks are where they always have been., and nothin...
by Jorn86
Sun Mar 11, 2018 8:57 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

After reading up on the logistics changes a bit, I think I like the new strategy of using less iron and more of the other metals. What I don't like is breaking existing saves by changing recipes, in a minor version no less. Would have been fine, if there was some sort of "don't upgrade existing...
by Jorn86
Sun Mar 11, 2018 8:42 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326022

Re: [0.16.x] Bob's Mods: General Discussion

I just upgraded bob's logistics to 0.16.19. I had researched logistics 3 before. Now I have the blue belt and underground available, but the blue splitter isn't unlocked. And I can't fix it because the tech is already researched.
by Jorn86
Sat Mar 03, 2018 8:56 am
Forum: News
Topic: Friday Facts #232 - PAX, Bugs, Graphs
Replies: 49
Views: 23229

Re: Friday Facts #232 - PAX, Bugs, Graphs

Just curious, is the toolbar update from FFF #191 still on the radar? Because that sounded (and still does) like a great improvement.
by Jorn86
Sat Sep 17, 2016 4:48 pm
Forum: Duplicates
Topic: [0.14.7] Crash when adding station to train
Replies: 1
Views: 732

[0.14.7] Crash when adding station to train

Factorio 0.14.7, long list of mods but nothing train related. I had a train on automatic mode, with one station in the list. Train was stopped at the station. I added a station to the train stops using the (new in 0.13) train interface. As soon as I selected the wait condition (Inventory full), the ...

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