Search found 96 matches

by dewiniaid
Sun Oct 21, 2018 1:54 am
Forum: Pending
Topic: [0.16.51] Crash: "FluidBox::disconnect"
Replies: 2
Views: 602

[0.16.51] Crash: "FluidBox::disconnect"

Factorio rarely crashes for me, so it's always a shock when it does. At the time, robots were building a mostly-vanilla blueprint (it has some Creative Mode entities I forgot to remove and could never be build). Possibly related is I'm using a not-yet-published mod that interacts with placement of g...
by dewiniaid
Sat Oct 20, 2018 8:38 pm
Forum: Won't fix.
Topic: [0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.
Replies: 2
Views: 768

Re: [0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.

... It appears the marked entity does not try to move fluids on its own, but adjacent entities may depending on their location ... Correct. It was never intended to work that way - it's just a side effect of the deconstruction mechanism and will most likely be changed in 0.17 so they always flow fl...
by dewiniaid
Sat Oct 20, 2018 6:37 pm
Forum: Won't fix.
Topic: [0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.
Replies: 2
Views: 768

[0.16.51] Entities marked for deconstruction with fluid boxes do not fully block flow.

If a fluidbox is empty before being marked for deconstruction, it can still end up with fluid flowing into it: https://i.imgur.com/H68Qm4Q.png In the above image, the storage tank was marked for deconstruction before the offshore pump was placed -- yet still ends up being full of water. Furthermore,...
by dewiniaid
Sat Oct 20, 2018 6:21 pm
Forum: Not a bug
Topic: [0.16.51] Can't place tile ghost on identical tile marked for deconstruction
Replies: 1
Views: 1025

[0.16.51] Can't place tile ghost on identical tile marked for deconstruction

I'm in the middle of writing a mod to intelligently cancel deconstruction orders in certain circumstances -- i.e. when an identical ghost is placed on top of the item to be deconstructed. This can happen in situations where a large blueprint is placed, marked for deconstruction, and then placed a fe...
by dewiniaid
Mon Oct 15, 2018 9:23 am
Forum: Modding discussion
Topic: 0.17 Mod/Script changelog as of February 25 2019
Replies: 20
Views: 8554

Re: 0.17 Mod/Script changelog as of September 24 2018

It still wouldn't prevent the Active Provider -> Storage Chest cheese though. Which, while not particularly useful in a main base or whatnot, would be just fine in an area designed for it.
by dewiniaid
Mon Oct 15, 2018 5:21 am
Forum: Modding interface requests
Topic: LuaInventory::set_selected_index()
Replies: 0
Views: 336

LuaInventory::set_selected_index()

Per an older request, LuaInventory::get_selected_index() was implemented in order to determine which item (if any) was selected on the quickbar. It would be useful to have a counterpart LuaInventory::set_selected_index(), which should for all intents and purposes function the same as pressing one of...
by dewiniaid
Mon Oct 15, 2018 5:12 am
Forum: Won't implement
Topic: Assign label/icons to an unconfigured blueprint.
Replies: 1
Views: 468

Assign label/icons to an unconfigured blueprint.

My Blueprint Extensions mod adds a way to quickly create updated blueprints using the same name/icons as an existing blueprint and selecting a new area to create the blueprint from. However, unconfigured blueprints cannot have a label or icons set on them (I forget the exact behavior since it's been...
by dewiniaid
Mon Oct 15, 2018 5:08 am
Forum: Implemented mod requests
Topic: Ability to create out-of-world LuaItemStacks.
Replies: 14
Views: 2067

Re: Ability to create out-of-world LuaItemStacks.

I'd like to vote for this as a request too -- some sort of item storage for mods. The current pre-release version of Blueprint Extensions works around this for now with some trickery: See Util.get_dummy_surface(), Util.store_item() and Util.clear_item() in the 0.2.2 source code . That said, this is ...
by dewiniaid
Sun Oct 14, 2018 6:16 pm
Forum: Modding discussion
Topic: 0.17 Mod/Script changelog as of February 25 2019
Replies: 20
Views: 8554

Re: 0.17 Mod/Script changelog as of July 22 2018

As a random thought, it might be nice to specify that an item can be moved by inserters, but not by bot. I'm thinking of Deadlock's Crating, Universal Palleting, and Shrink Wrap. I don't know about the "Can be moved by robots" filters... One of the key rules for adding new content is that...
by dewiniaid
Wed Oct 10, 2018 3:35 am
Forum: Texture Packs
Topic: [Request] Industrial batteries, charging stations, electric trains and research assets
Replies: 0
Views: 1119

[Request] Industrial batteries, charging stations, electric trains and research assets

I'm the creator of Batteries Not Included , a take on electric vehicles using battery packs that can be swapped out and recharged. Someone pointed me at this forum via a PM so I figure I'll see if I can get some help replacing the terrible placeholder graphics currently used by the mod. [Edit: After...
by dewiniaid
Fri Sep 28, 2018 9:19 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 27610

Re: Friday Facts #262 - Hello my name is: Compilatron

tk0421 wrote: ↑
Fri Sep 28, 2018 5:06 pm
A red factory?
It'd take getting used to, but I wonder if this is a step in unifying the colors of various tiers of things.

Right now: Tier 1 belts are yellow, tier 2 are red, tier 3 are blue... but tier 1 assemblers are grey, tier 2 are blue, tier 3 are yellow.
by dewiniaid
Sat May 19, 2018 2:43 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 32515

Re: Friday Facts #243 - New GUI tileset

New UI looks very slick, for the most part. A few accessibility concerns: The "Disabled" status for Confirm stands out far more than its counterparts. It feels like it should use a dark grey background with pastel green text in a similar fashion to the other buttons. It may not be immediat...
by dewiniaid
Sat Jan 06, 2018 12:13 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 180614

Re: Friday Facts #224 - Bots versus belts

if you are going to go that far why not add trucks that literally pick up and dump entire chests into their cargo like a dump truck? remote controlled (smart trucks ;) ) these would solve bulk orders / restocking supplies over longer distances. you would just need to add more buffer chests and that...
by dewiniaid
Sat Jan 06, 2018 12:06 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 180614

Re: Friday Facts #224 - Bots versus belts

P.S. 4. Add research that requires space science to allow logistics bots to travel within (connected) logistics networks -- or make a more-expensive Logistics Robot 2 ( that also requires space science ) that has this functionality Are you even serious? I was looking at it from a compromise perspec...
by dewiniaid
Fri Jan 05, 2018 11:23 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 180614

Re: Friday Facts #224 - Bots versus belts

Another option might be to remove roboport logistics areas linking? Could see logistics bots working in small defined areas to help support max speed beaconed buildings (which being the UPS peak is the megabase design), but the logistics bots can't move out of their roboport's zone. Construction bo...
by dewiniaid
Sat Dec 30, 2017 12:05 am
Forum: Modding discussion
Topic: [0.15] Mod setting/config interface - give your input
Replies: 203
Views: 36988

Re: [0.15] Mod setting/config interface - give your input

Mod setting 1 value = #inserters In data.raw create # of special inserters using Mod setting 1 value Every time you restart the game the number of inserters increases because it uses the value it had from the last restart to make the new value. You are right. But can I have a very big table of enti...
by dewiniaid
Fri Dec 29, 2017 10:12 am
Forum: Duplicates
Topic: [16.7] Crash when placing BP from book in different BP book
Replies: 0
Views: 284

[16.7] Crash when placing BP from book in different BP book

[Small aside: I really wish the topic length on this forum was longer for better bug report titles] This is probably a duplicate of [0.16.7, OSX] Crash when nesting blueprints ("Fixed in next version of 0.16"), but I"m posting it since it's just different enough where I'd rather risk ...
by dewiniaid
Thu Dec 28, 2017 8:53 am
Forum: Resolved Problems and Bugs
Topic: [16.7] Teleported heat pipes/exchangers render wrong.
Replies: 1
Views: 1069

[16.7] Teleported heat pipes/exchangers render wrong.

Probably related to (previously fixed bug reported by me) Teleported pumps point at wrong rail entity. Teleporting entities (e.g. Using Picker Extended's "Dolly" functions) cause entity connections to misbehave https://i.imgur.com/pJUy5hR.png The left side images are what happens when norm...
by dewiniaid
Sat Dec 23, 2017 10:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.7] game.player.opened = item_without_gui crashes game
Replies: 1
Views: 1067

[Rseding91] [0.16.7] game.player.opened = item_without_gui crashes game

The following console command crashes vanilla 0.16.7 in a brand new game: /c game.player.opened = game.player.get_quickbar()[1] It works if the first quickbar item is not an openable item (e.g. Modular Armor, etc.). If the first quickbar slot is empty, the crash still occurs. The expected result was...
by dewiniaid
Mon Dec 18, 2017 10:56 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 25000

Re: Simple property requests (something that exists but has no way to read/write it)

Can we get read-only access to the contents of core/data/backers.json, perhaps as game.backer_names? I realize I could just duplicate that in Lua (and will for now), but that's a bit of a mess for maintainability down the road. (My end goal here is to determine if a train stop name is automatically ...

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