Search found 75 matches
- Sat Mar 17, 2018 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.27] Cliff not rendered depending on grid alignment
- Replies: 2
- Views: 2647
Re: [0.16.27] Cliff not rendered depending on grid alignment
If they're aligned to a 4 by 4 grid now, then i'll have to redo part of the map for my scenario. 4 by 4 alignment is super strict, it only allows for certain ramp sizes for example. Another example is something like this which is really useful to separate certain areas from each other. I admit it do...
- Fri Mar 16, 2018 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.28] [Updated] You are not an admin in a local game
- Replies: 11
- Views: 6875
Re: [0.16.28] You are not an admin in a local game
As another potential workaround you could try to convert the save to a scenario and load the scenario. I didnt test this and it might mess with any mods that you used on the .12 save but it could be worth a try.
- Thu Mar 15, 2018 9:52 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388701
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I hope this is the correct place to report minor bugs. I was trying to add recipes and items for biters, spawners, etc through another mod and I got an error from creative mode. Apparently there needs to be at least one spawner without item and recipe. The relevant code is in data-final-fixes, at th...
- Mon Mar 12, 2018 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.27] Cliff not rendered depending on grid alignment
- Replies: 2
- Views: 2647
[0.16.27] Cliff not rendered depending on grid alignment
I am creating cliffs with south-to-none orientation via console command and with some y coordinates the cliffs will come out invisible, e.g. at (10, 1) and (10, 3) they will be invisible while at 0 and 2 they will be rendered. No mods used.
- Sat Mar 03, 2018 1:46 am
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 11853
Re: [MOD 0.15.x] Ore Chaos
Hi all. I'm sorry I only just saw this, I didnt check the forum and the mod portal for a while. Thanks to eradicator's debugging work I can make a working version of the mod right now. I still dont understand the source of the problem and setting that value to 0 makes the mod settings look a bit dum...
- Sat Feb 17, 2018 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Link logistic networks of train wagons in the same train
- Replies: 2
- Views: 999
Re: Link logistic networks of train wagons in the same train
I might be wrong but I feel this is more a change to existing elements of the game and less a change to the API the game exposes to modders, which is what I'd post to the modding interface requests forum.
- Sat Feb 17, 2018 9:46 am
- Forum: Ideas and Suggestions
- Topic: A new belt and tracking system.
- Replies: 4
- Views: 2451
Re: A new belt and tracking system.
There is a mod for this by the way, it's called vacuum belts.
- Fri Feb 16, 2018 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Link logistic networks of train wagons in the same train
- Replies: 2
- Views: 999
Link logistic networks of train wagons in the same train
Currently if I enable equipment grids for trains and add personal roboports to a train, each wagon will be in a separate network. They should be linked and the robots should be able to take items from all wagons and put them into all wagons of the train. The way it is currently often a bot will pick...
- Fri Feb 16, 2018 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Mass Artillery Fire
- Replies: 2
- Views: 1433
Re: Mass Artillery Fire
I agree something should be done with the feature. The way the controls work suggests that you're supposed to take out individual biter nests by clicking. I haven't had the need to do remove select nests, if I use it I want to clear out entire areas.
- Wed Feb 14, 2018 11:34 am
- Forum: Resolved Problems and Bugs
- Topic: [togos][0.16.16] Regenerate oil wells changes their position
- Replies: 3
- Views: 2317
Re: [togos][0.16.16] Regenerate oil wells changes their position
I just want to reset resources to their original state on the same version of the map gen. My original use case was planning a speedrun, with the command I'd see if a specific factory actually lasts as long as I need it to. I can see that this is not a particularly important use case. A similar work...
- Fri Jan 26, 2018 2:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.19] Minor Bug in lualib util.merge
- Replies: 1
- Views: 2212
[0.16.19] Minor Bug in lualib util.merge
The current merge function has inconsistent copying behavior for table members, it will sometimes deepcopy and at other times reference-copy. I am using the function to copy prototypes and make adjustments, and my modifications were sometimes affecting the original prototypes too. function util.merg...
- Sun Jan 21, 2018 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [togos][0.16.16] Regenerate oil wells changes their position
- Replies: 3
- Views: 2317
[togos][0.16.16] Regenerate oil wells changes their position
I'm regenerating resources on my map, using the following command: /c local r = 20 local surface = game.player.surface local entities = {"uranium-ore", "crude-oil", "iron-ore", "copper-ore", "coal", "stone", } for _, ent in pairs(surface.fi...
- Sun Jan 14, 2018 12:51 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 374577
Re: Friday Facts #225 - Bots versus belts (part 2)
I'd like to take another look at the question of why bots really need to be nerfed. People have made different experiments on how bots compare to belts with regard to throughput, and in some experiments bots hold up equally well or better than belts, see the subreddit, specifically see this , this ....
- Sat Jan 13, 2018 7:31 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 374577
Re: Friday Facts #225 - Bots versus belts (part 2)
Thanks Shados for the superb summary post. I agree that the issue would be solved by assigning belts and bots their own niches where they excell. Instead of mid-distance and low-distance transport I suggest high-throughput and low-throughput as those niches. I am very much in favor of the options S1...
- Sat Jan 13, 2018 12:14 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 374577
Re: Friday Facts #225 - Bots versus belts (part 2)
So to throw in a suggestion I havent seen in this thread yet, I'd like to see changes to the way solar power or accumulators work. Right now they are a UPS-free power source in the late-game, which is necessary for bots to work better than belts in megabases. If every power source were associated wi...
- Thu Dec 14, 2017 9:30 am
- Forum: Ideas and Suggestions
- Topic: Please restore the options UI for item groups/subgroups
- Replies: 3
- Views: 1056
Re: Please restore the options UI for item groups/subgroups
I agree. For what it's worth the option is still in the config file so you can edit that to restore the functionality.
- Wed Dec 13, 2017 9:45 pm
- Forum: Implemented Suggestions
- Topic: Make Stone more visible from map view
- Replies: 6
- Views: 3422
Make Stone more visible from map view
TL;DR Stone needs to be more easily visible on the map. What? The issue is that in the new version the colors of some ground tiles are very close to the color of stone. This makes it very hard to spot stone. I've uploaded a map preview as an experiment, there are at least five stone patches in ther...
- Wed Nov 01, 2017 3:59 pm
- Forum: Minor issues
- Topic: [0.15.37] Crash related to copying game objects
- Replies: 4
- Views: 1522
Re: [0.15.37] Crash related to copying game objects
I expected something like this, that's okay =)
Is there a simple way to distinguish between game references and normal tables so that I can amend my copy function to give me an error?
Is there a simple way to distinguish between game references and normal tables so that I can amend my copy function to give me an error?
- Tue Oct 31, 2017 4:52 pm
- Forum: Minor issues
- Topic: [0.15.37] Crash related to copying game objects
- Replies: 4
- Views: 1522
[0.15.37] Crash related to copying game objects
I accidentally tried to copy a table that has a player as a member (using a custom copy function). The game outputs an error into chat which is fine, then crashes which probably isnt. To reproduce in single-player 0.15.37: /c function copy(obj, seen) if type(obj) ~= 'table' then return obj end if se...
- Sat Oct 21, 2017 10:55 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer::can_place_entity
- Replies: 6
- Views: 1755
Re: LuaPlayer::can_place_entity
Additionally the surface.can_place does not quite work to determine wether a player can place a building, for example it returns false if an item-entity is within the collision box. The LuaPlayer::can_place_entity would solve my request too.