Search found 96 matches
- Sun Oct 21, 2018 1:54 am
- Forum: Pending
- Topic: [0.16.51] Crash: "FluidBox::disconnect"
- Replies: 2
- Views: 1043
[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...
- 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: 1475
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...
- 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: 1475
[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,...
- 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: 1595
[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...
- Mon Oct 15, 2018 9:23 am
- Forum: Modding discussion
- Topic: 0.17 Mod/Script changelog as of February 25 2019
- Replies: 20
- Views: 12789
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.
- Mon Oct 15, 2018 5:21 am
- Forum: Modding interface requests
- Topic: LuaInventory::set_selected_index()
- Replies: 0
- Views: 718
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...
- Mon Oct 15, 2018 5:12 am
- Forum: Won't implement
- Topic: Assign label/icons to an unconfigured blueprint.
- Replies: 1
- Views: 826
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...
- Mon Oct 15, 2018 5:08 am
- Forum: Implemented mod requests
- Topic: Ability to create out-of-world LuaItemStacks.
- Replies: 14
- Views: 4878
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 ...
- Sun Oct 14, 2018 6:16 pm
- Forum: Modding discussion
- Topic: 0.17 Mod/Script changelog as of February 25 2019
- Replies: 20
- Views: 12789
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...
- Wed Oct 10, 2018 3:35 am
- Forum: Texture Packs
- Topic: [Request] Industrial batteries, charging stations, electric trains and research assets
- Replies: 0
- Views: 1826
[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...
- Fri Sep 28, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52245
Re: Friday Facts #262 - Hello my name is: Compilatron
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.
- Sat May 19, 2018 2:43 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59321
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...
- Sat Jan 06, 2018 12:13 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345688
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...
- Sat Jan 06, 2018 12:06 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345688
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...
- Fri Jan 05, 2018 11:23 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345688
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...
- Sat Dec 30, 2017 12:05 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 62774
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...
- 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: 593
[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 ...
- Thu Dec 28, 2017 8:53 am
- Forum: Resolved Problems and Bugs
- Topic: [16.7] Teleported heat pipes/exchangers render wrong.
- Replies: 1
- Views: 1832
[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...
- 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: 1798
[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...
- 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: 43368
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 ...