Search found 73 matches

by Killkrog
Fri Aug 12, 2016 7:05 am
Forum: This Forum
Topic: Tapatalk
Replies: 49
Views: 34134

Re: Tapatalk

Would not use.
by Killkrog
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...
by Killkrog
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...
by Killkrog
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 ...
by Killkrog
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 ^^
by Killkrog
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

Rseding91 wrote:Console messages are sent as one packet...
Come on guys ^^

Well then, lock the door to kovarex' room, so he gets some work done, can't wait for 0.14 ;)
by Killkrog
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.
by Killkrog
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 ...
by Killkrog
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.
by Killkrog
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...
by Killkrog
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.
by Killkrog
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

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.
That's the reason god gave us text files ;)
by Killkrog
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.
by Killkrog
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 ...
by Killkrog
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...
by Killkrog
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...
by Killkrog
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?
by Killkrog
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.
by Killkrog
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 ...
by Killkrog
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...

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