Search found 73 matches
- Fri Aug 12, 2016 7:05 am
- Forum: This Forum
- Topic: Tapatalk
- Replies: 49
- Views: 34134
Re: Tapatalk
Would not use.
- Fri Aug 12, 2016 6:49 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
i was wondering if this mod can export a blueprint in a save file and then import that blueprint in another save file? Let me quote my description of the mod from the mod portal... What does it do? KBM allows you to save blueprints/blueprint books that you create, so that you can use them later aga...
- Wed Aug 10, 2016 3:22 pm
- Forum: Gameplay Help
- Topic: What is wrong with this setup?
- Replies: 22
- Views: 7701
Re: What is wrong with this setup?
There is just no way to directly merge 3 belts into 1 belt so that all 3 input lines are used equally. That is because we only have splitters that split 1 line into 2 lines. That means every belt setup that wont convert from a power of 2 to another power of 2 will have the problems that you have rig...
- Tue Aug 09, 2016 2:11 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
...flip the lines ... otherwise it fails ... when a blueprint is only tiles Very nice find! I never include tiles into my blueprints, so I could not encounter this problem. The fixed version is uploaded already. Thanks for helping me to make the mod better, I really appreciate it! It also destroys ...
- Mon Aug 08, 2016 9:37 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
???Neemys wrote:Are you working on a fix right now?
Already fixed since yesterday. Even answered you on the portal. Just download newest version ^^
- Sun Aug 07, 2016 11:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] MP Crash when entering big string into gui txtfld
- Replies: 8
- Views: 2466
Re: [0.13.15] MP Crash when entering big string into gui txtfld
Come on guys ^^Rseding91 wrote:Console messages are sent as one packet...
Well then, lock the door to kovarex' room, so he gets some work done, can't wait for 0.14
- Sun Aug 07, 2016 9:20 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Your code obviously is just fine too. Just be aware that the interface name (the first part of the function) doesn't necessarily has to be the mod's name. In my case, it is, though.
And no, I don't plan to remove or rename the function. It's descriptive and will always be needed.
And no, I don't plan to remove or rename the function. It's descriptive and will always be needed.
- Sun Aug 07, 2016 2:07 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Glad you managed to get everything the way you like! I guess you did something like this? if remote.interfaces["KBlueprints"] and remote.interfaces["KBlueprints"]["Always Show GUI"] then remote.call("KBlueprints", "Always Show GUI", player) end That ...
- Sat Aug 06, 2016 10:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] MP Crash when entering big string into gui txtfld
- Replies: 8
- Views: 2466
Re: [0.13.15] MP Crash when entering big string into gui txtfld
Game completely froze for me (host), all other clients were kicked with message that connection to server was lost.
- Sat Aug 06, 2016 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.15] MP Crash when entering big string into gui txtfld
- Replies: 8
- Views: 2466
[0.13.15] MP Crash when entering big string into gui txtfld
Multiplayer game. GUI creates a text input field. Copy/Pasting a long string (77k characters) results into crash. Log File: 0.000 2016-08-06 18:04:02; Factorio 0.13.15 (build 23843, win64, alpha) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Program arguments: "E:\Spiele\Factorio\bin\x...
- Wed Aug 03, 2016 8:37 pm
- Forum: Gameplay Help
- Topic: Construction bots idleing
- Replies: 5
- Views: 2421
Re: Construction bots idleing
Problem is, only the robots launched by your personal roboport may deliever deconstructed items to you.
I find myself in the same situation as you quite often and noticed that a storage chest put close to the robotport helps. Still far from being good.
I find myself in the same situation as you quite often and noticed that a storage chest put close to the robotport helps. Still far from being good.
- Wed Aug 03, 2016 5:09 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
That's the reason god gave us text files ;)Kryzeth wrote:It's kind of annoying to have to come back to the Factorio forums every time I want to start a new game, just to copy/paste the command.
- Tue Aug 02, 2016 10:43 pm
- Forum: Technical Help
- Topic: Way to save config.ini settings
- Replies: 3
- Views: 1726
Re: Way to save config.ini settings
You could try to enable the write protection for the config.ini.
Of course only after you set up everything the way you want it.
Of course only after you set up everything the way you want it.
- Tue Aug 02, 2016 10:00 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
your proposed format was kinda big and I am all about making strings smaller. Did a test because you made me curious. A small blueprint (4 lane belt balancer) is 355 byte with your mod and 382 byte with mine. Thats 7% difference. A large blueprint (8 rail t-junction) is 8882 byte with your mod and ...
- Tue Aug 02, 2016 3:25 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Could you add a button for this? Implemented for next update. Sorry for ignoring you, but your proposed format was kinda big and I am all about making strings smaller. I have nothing to do with factorioblueprints.com. You still could have said a word ;) And about the site, I was sure it was your si...
- Mon Aug 01, 2016 7:59 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Do you think it's possible to make this mod require and use empty blueprints when importing rather than create new blueprints? Currently you can use this mod to duplicate blueprints, just import into a book, take the blueprints out of the book and import some new blueprints into the (empty) book ag...
- Sun Jul 31, 2016 7:55 pm
- Forum: General discussion
- Topic: Mod Portal Help
- Replies: 5
- Views: 2148
Re: Mod Portal Help
Looks fine to me. Perhaps a missformated zip file?
- Sun Jul 31, 2016 7:46 pm
- Forum: News
- Topic: Friday Facts #149 - Deep down in multiplayer
- Replies: 38
- Views: 21561
Re: Friday Facts #149 - Deep down in multiplayer
I love your technical FFFs kovarex!
As a fellow programmer, it's always interesting to see others thinking processes.
Also, I'm taking my hat of to your decision to remake the MP part from scratch. That must be an ugly piece of work.
As a fellow programmer, it's always interesting to see others thinking processes.
Also, I'm taking my hat of to your decision to remake the MP part from scratch. That must be an ugly piece of work.
- Sun Jul 31, 2016 7:47 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
As of today (30 July), this rail roundabout on Factorio Blueprints seems to require the fixups I am not sure what is expected from me right now. My "Fix Old Blueprint" command works and corrects the mentioned blueprint. When it comes to factorioblueprints.com I have absolutely no control ...
- Fri Jul 29, 2016 8:16 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41212
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Great mod, cheers. *happy* Not sure whether I'm doing something wrong, if there's something wrong in KBM or if it's Factorio. Any ideas? Yeah, that's easy to explain. I use the "game.player" object which refers to the player who wrote the command into the console. Because you try to use t...