Search found 1828 matches

by Nexela
Sat Dec 23, 2017 1:13 am
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102476

Re: [MOD 0.15.x] pY Industry

Hopefully tonight. We had a few last minute bugs creep up!
by Nexela
Thu Dec 21, 2017 3:21 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227190

Re: [MOD 0.12.x] Autofill

I will have some time to fix this soon, in the meantime it should work if you remove autofill, save the game, then re-add autofill
by Nexela
Sun Dec 17, 2017 10:18 pm
Forum: Pending
Topic: [0.16.2] Nuclear fuel in Blueprint bug
Replies: 7
Views: 2343

Re: [0.16.2] Nuclear fuel in Blueprint bug

Mods is working correctly (mostly) Autofill creates item-request proxies when placing ghosts :)
by Nexela
Sun Dec 17, 2017 10:06 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 227190

Re: [MOD 0.12.x] Autofill

.16 version of autofill has a lot of these issues I am hoping to have some time tonight to iron them out but I am on call until the weekend before christmas :) Currently none of the keybinds work, I may have forgot to add a toggle for request proxies, and there are some init errors. RE the fuel issu...
by Nexela
Sun Dec 17, 2017 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0,16.4] Underground Belt BP's cause direction to reverse
Replies: 5
Views: 4533

[Twinsen] [0,16.4] Underground Belt BP's cause direction to reverse

Tested with no mods :) Express UG was used for this.

Blueprint one end of an underground, place the blueprint, rotate the blueprint and place the other end to form a complete underground, after building the direction gets reversed. .
by Nexela
Sat Dec 16, 2017 9:54 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64734

Re: [MOD 0.12.26] Picker: Easily select items from inventory

When you click on the belt brush plus sign to increase the number of lanes for transport belts the gui moves down and is replaced by the blueprint mirroring tool. I'm not sure why the mirror tool pops up but if you want it there could you have it pop BELOW the belt brush so we don't have to move th...
by Nexela
Sat Dec 16, 2017 9:52 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64734

Re: [MOD 0.12.26] Picker: Easily select items from inventory

I might be willing to do a release of just the dollies. but I don't plan on splitting up picker any more than it already is (extended(control scripts) and tweaks(prototype only tweaks). I will entertain renaming it to QOL if you want :)
by Nexela
Tue Dec 12, 2017 2:53 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 594268

Re: [MOD 0.15.x] pY Coal Processing

Currently there is not, I will see about adding a setting option to disable science pack changes in a future release
by Nexela
Thu Dec 07, 2017 6:27 pm
Forum: Modding discussion
Topic: Nanobots Issue
Replies: 5
Views: 3879

Re: Nanobots Issue

Nanobots have a limited range. Nanobots emitter must be equipped as a weapon, and matching nanobot type as it's ammo. Apart from that, I have no ideas. Also the emitter (and construction ammo) needs to be the currently selected weapon And to make sure the range is correct hold the construction ammo...
by Nexela
Fri Dec 01, 2017 1:30 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 594268

Re: [MOD 0.15.x] pY Coal Processing

Will add that to the list of stuff to fix!!

In the meantime you can delete the migrations/pYCoalprocessing_0.2.3.lua and everything should work fine!
by Nexela
Thu Nov 30, 2017 12:41 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 594268

Re: [MOD 0.15.x] pY Coal Processing

Thanks for the report! We will push out a fix this weekend, In the mean time you can open up control.lua goto line 26 and delete the entire line to fix it. (line starts with log()
by Nexela
Sun Nov 26, 2017 11:03 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 22261

Re: Version 0.15.38

Jap2.0 wrote:They're human too (probably) - they make mistakes occasionally.
I can confirm some of them are probably human. :)
by Nexela
Sun Nov 26, 2017 12:30 am
Forum: Resolved Problems and Bugs
Topic: 15.38 continuous desyncs
Replies: 5
Views: 2217

Re: 15.38 continuous desyncs

nuclear.lua has errors grid.lua has errors commands are not stored in the save sooooo so trusted.lua has desyncs Event.register(-1, function() commands.add_command("trust", "Enter the username of the player you want to add to the trusted list.", trusted_add) commands.add_command(...
by Nexela
Sat Nov 25, 2017 11:52 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 192852

Re: [MOD 0.15.x] pY Fusion Energy

PyFusion should have a dependancy on pyCoal (unless I removed it for testing and forgot to put it back......) Which also reminds me that I need to make sure PyIndustry has optional deps on a a handfull of mods too including coal and industry! The recipe for the local radar might need to be toned dow...
by Nexela
Wed Nov 22, 2017 9:43 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 192852

Re: [MOD 0.15.x] pY Fusion Energy

FUSION ENERG ADDED TO MOD PORTAL! Go there and grab a copy :D : https://mods.factorio.com/mods/pyanodon/pyfusionenergy Wow... :o Looks like I'm a bit late to the party. I can't believe I'm just now downloading this. :oops: I've been here since the start of this mod's thread and it's taken me this l...
by Nexela
Wed Nov 22, 2017 6:29 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102476

Re: [MOD 0.15.x] pY Industry

This mod is %100 standalone. The other PyMods are not needed to use it. You can even use the other Py Mods without this mod (but you will miss out on some really useful stuff!!!)
by Nexela
Wed Nov 22, 2017 6:26 pm
Forum: PyMods
Topic: pY Fusion Energy - Discussion
Replies: 552
Views: 192852

Re: [MOD 0.15.x] pY Fusion Energy

https://yadi.sk/i/bmFfvOM53Pw2L2 Error when launch and my mod-list to avoid excess questions :) How many times i need to say that mods arent compatible with angels mods? the problem with that is you have --angel-updates if angelsmods then require("prototypes.updates.angel-updates") end in...
by Nexela
Sun Nov 19, 2017 2:58 am
Forum: Won't implement
Topic: Make stack_size writeable
Replies: 9
Views: 2765

Re: Make stack_size writeable

A technology modifier for stack size might be feasible , It would have drawbacks that it would affect the stack size of everything though.
by Nexela
Sat Nov 18, 2017 3:25 pm
Forum: Won't implement
Topic: Make stack_size writeable
Replies: 9
Views: 2765

Re: Make stack_size writeable

I can't be bothered to look up the max size of an item stack so we will assume 32bit... 4 bytes * 1,000,00 items = 4 megabytes of storage. Add in peoples obsession with warehouses and 768 slots * 200 ore each slot = 1.5 additional megabytes PER angels warehouse. That is a lot of data for something t...

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