Hi!
Yup, I know that one. Works good for what it is supposed to do, but lacks some functions in my opinion. It actually only lets you import a single blueprint a time and only by copy/pasting a string into a game dialog. Now imagine you loose the blueprint somehow, you have to go through the whole ...
Search found 75 matches
- Thu Jun 30, 2016 10:59 pm
- Forum: Ideas and Suggestions
- Topic: About Blueprints and Loaders
- Replies: 5
- Views: 4261
- Thu Jun 30, 2016 2:41 pm
- Forum: Ideas and Suggestions
- Topic: About Blueprints and Loaders
- Replies: 5
- Views: 4261
About Blueprints and Loaders
Howdy!
Please (!) most beloved devs, give us an option to export/import blueprints between games.
Even though it's a lot of fun to try out new things, there are just some designs that grew to our hearts and that we like to use a lot.
Having to remake those blueprints every new game kinda... sucks ...
Please (!) most beloved devs, give us an option to export/import blueprints between games.
Even though it's a lot of fun to try out new things, there are just some designs that grew to our hearts and that we like to use a lot.
Having to remake those blueprints every new game kinda... sucks ...
- Wed Jun 29, 2016 2:42 pm
- Forum: General discussion
- Topic: Smart Loader
- Replies: 9
- Views: 7430
Re: Smart Loader
I have the same problem. Using Fast Inserters over Stack Inserters helps in a way that the numbers per chest can only vary by a maximum of 3 (with full research).
Still it's a bit messy...
If I find a better solution, I'll let you know!
Still it's a bit messy...
If I find a better solution, I'll let you know!
- Wed Jun 29, 2016 1:59 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 967393
Re: Simple Questions and Short Answers
Is there some way to make inserters only pick up one item at a time, even though everything is researched?
I would need that for a smart balanced, combinator based train loading station.
I would need that for a smart balanced, combinator based train loading station.
- Wed Jun 29, 2016 1:58 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2064
- Views: 967393
Re: Simple Questions and Short Answers
Patch notes state it was moved into surface...yakko wrote:lua game script doesnt contain key always_day
Code: Select all
/c game.player.surface.always_day = true- Tue Jun 28, 2016 1:13 pm
- Forum: Technical Help
- Topic: [0.13] Linux headless crashes, logs included
- Replies: 3
- Views: 1695
Re: [0.13] Linux headless crashes, logs included
Ha, you are great ^^
Because you asked about the locales, I was like "wtf does it gimme errors?"
So i dug into debian (im very new to linux, really just rented the server to play around and get some knowledge in)
Back in the day I had to hacky install some experimental versions from GLIBC so that i ...
Because you asked about the locales, I was like "wtf does it gimme errors?"
So i dug into debian (im very new to linux, really just rented the server to play around and get some knowledge in)
Back in the day I had to hacky install some experimental versions from GLIBC so that i ...
- Mon Jun 27, 2016 9:01 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 174
- Views: 738589
Re: Accumulator / Solar panel ratio
I dont need to walk between them 
All built by robots
All built by robots
- Mon Jun 27, 2016 8:49 pm
- Forum: Technical Help
- Topic: [0.13] Linux headless crashes, logs included
- Replies: 3
- Views: 1695
Re: [0.13] Linux headless crashes, logs included
locale: Cannot set LC_CTYPE to default locale: No such file or directory
locale: Cannot set LC_MESSAGES to default locale: No such file or directory
locale: Cannot set LC_ALL to default locale: No such file or directory
LANG=de_DE.UTF-8
LANGUAGE=
LC_CTYPE="de_DE.UTF-8"
LC_NUMERIC="de_DE.UTF-8"
LC ...
locale: Cannot set LC_MESSAGES to default locale: No such file or directory
locale: Cannot set LC_ALL to default locale: No such file or directory
LANG=de_DE.UTF-8
LANGUAGE=
LC_CTYPE="de_DE.UTF-8"
LC_NUMERIC="de_DE.UTF-8"
LC ...
- Mon Jun 27, 2016 8:24 pm
- Forum: Technical Help
- Topic: [0.13] Linux headless crashes, logs included
- Replies: 3
- Views: 1695
[0.13] Linux headless crashes, logs included
Scenario:
Vanilla 0.13 Client (Windows) and Vanilla 0.13 Headless (Linux obviously) installed.
Created game on windows, saved, uploaded save file.
Started server with the new --start-server-load-latest parameter. Server starts, but crashes once first client connects.
Permissions are all well set ...
Vanilla 0.13 Client (Windows) and Vanilla 0.13 Headless (Linux obviously) installed.
Created game on windows, saved, uploaded save file.
Started server with the new --start-server-load-latest parameter. Server starts, but crashes once first client connects.
Permissions are all well set ...
- Mon Jun 27, 2016 6:34 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 245405
Re: Version 0.13.0
Omigosh!
- Mon Jun 27, 2016 6:31 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 174
- Views: 738589
Re: Accumulator / Solar panel ratio
What about this? (not mine, found it somewhere)

Ratio is between 0,8469 (only one tile) and 0.8367 (infinite amount of tiles)
196 panels and 164 - 166 accumulators

Ratio is between 0,8469 (only one tile) and 0.8367 (infinite amount of tiles)
196 panels and 164 - 166 accumulators
- Mon Jun 27, 2016 6:13 am
- Forum: News
- Topic: Friday Facts #144 - The gfx report
- Replies: 99
- Views: 69153
Re: Friday Facts #144 - The gfx report
I guess they wanted the release on a monday so that they have a whole week to patch stuff in case we find some major bugs.
// edit
wow, much too late ^^
// edit
wow, much too late ^^
- Fri Jun 24, 2016 12:22 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 70403
Re: Friday Facts #143 - Nat Punching Again
I dunno... Did someone ever wrote a program that shows the differences between the current api and the 0.13 preview?
I actually might do that right now if folks say it helps having the mods updated quicker for 0.13
I actually might do that right now if folks say it helps having the mods updated quicker for 0.13
- Sat Jun 18, 2016 10:37 pm
- Forum: Modding help
- Topic: [0.12.35] Unexpected code behaviour
- Replies: 3
- Views: 1407
Re: [0.12.35] Unexpected code behaviour
*bows respectfully*
Thank you!
Thank you!
- Sat Jun 18, 2016 9:59 pm
- Forum: Modding help
- Topic: [0.12.35] Unexpected code behaviour
- Replies: 3
- Views: 1407
[0.12.35] Unexpected code behaviour
Hi!
In a vanilla game, i have a mod with this code:
for _, recipe in pairs(game.player.force.recipes) do
if #(recipe.products) > 1 then
game.player.print(recipe.name)
for _, product in pairs(recipe.products) do
game.player.print(product.name)
end
end
end
Expected output:
basic-oil ...
In a vanilla game, i have a mod with this code:
for _, recipe in pairs(game.player.force.recipes) do
if #(recipe.products) > 1 then
game.player.print(recipe.name)
for _, product in pairs(recipe.products) do
game.player.print(product.name)
end
end
end
Expected output:
basic-oil ...