Search found 51 matches
- Wed Dec 13, 2017 6:31 pm
- Forum: Not a bug
- Topic: [kovarex] [16.0] Inserting on underground belt behaves different
- Replies: 24
- Views: 26293
[kovarex] [16.0] Inserting on underground belt behaves different
In 0.16.0 the behavior of inserting on an underground belt has changed. I am not sure if this is intentional, but it was not mentioned in the changelog afaik. The main downsides of this new approach are: It no longer reliably compresses a belt (48 steel furnaces with yellow output inserter, where th...
- Wed Dec 13, 2017 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.0] Programmable speaker UI visually reset on reopening
- Replies: 1
- Views: 2014
[Rseding91] [16.0] Programmable speaker UI visually reset on reopening
Vanilla 0.16.0, after configuring a programmable speaker (which does work after this configuration), reopening the GUI will show certain fields reset.
Images: https://imgur.com/a/TpDZv
Log file and savegame attached.
Images: https://imgur.com/a/TpDZv
Log file and savegame attached.
- Tue Dec 05, 2017 10:54 am
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 112
- Views: 116072
Re: Have Some Questions Before I Buy.
I don't think the Humble Widget is the same as the Humble Bundle store. Just buy it from the devs, that way you do get a steam key. Buying it from GOG or HumbleBundle might not.
- Thu Oct 26, 2017 12:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.37] LuaItemStack.swap_stack incorrect for held item
- Replies: 1
- Views: 762
[Rseding91] [15.37] LuaItemStack.swap_stack incorrect for held item
Version: 0.15.29 through 0.15.37 Description: Calling LuaItemStack.swap_stack behaves unexpectedly when you have the stack being swapped in-hand. Video: 37s @ YouTube Image: factorio_swap_stack_issue.png Command: local q = game.player.get_quickbar() q[1].swap_stack(q[11]) Expected: The black "...
- Fri Oct 20, 2017 1:25 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11306
Re: [MOD 0.15] Quality of Life research
The config option for "player reach also affects resource reach/item drop distance" doesn't work for me. Can still mine/cut trees from a mile away. Thanks a lot for the feedback, I don't know why but I also don't receive email notifications from the forums. Regardless, I have now finished...
- Mon Jul 17, 2017 9:20 pm
- Forum: Not a bug
- Topic: [15.23] Modding: on_research_finished event does not fire
- Replies: 2
- Views: 1169
Re: [15.23] Modding: on_research_finished event does not fire
The report is invalid! Sorry for taking up some of your time. The version was incorrect, as I was running [15.23] not [15.30] as I thought. The issue appears to have been fixed in [15.24] . I sadly wasted too much time trying to debug this. I should not have 7 installations at the same, I lost trac...
- Mon Jul 17, 2017 8:05 pm
- Forum: Mods
- Topic: [MOD 0.18] Quality of Life research
- Replies: 17
- Views: 11306
- Mon Jul 17, 2017 3:14 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43732
Re: Simple property requests (something that exists but has no way to read/write it)
Code: Select all
LuaGui:focused :: LuaGuiElement [RW]
Read: Gets the currently focused GUI element, or nil if nothing is focused or the widget is not a lua widget.
Write: Sets the currently focused GUI element, or clears focus when nil.
- Mon Jul 17, 2017 12:03 pm
- Forum: Not a bug
- Topic: [15.23] Modding: on_research_finished event does not fire
- Replies: 2
- Views: 1169
[15.23] Modding: on_research_finished event does not fire
The on_research_finished event does not fire when you complete a research with multiple levels, like an infinite research.
To the best of my knowledge, no other event fires when such a thing happens. If breaking previous mods is a concern, perhaps another event should be added to cover this scenario.
To the best of my knowledge, no other event fires when such a thing happens. If breaking previous mods is a concern, perhaps another event should be added to cover this scenario.
- Fri Apr 28, 2017 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [15.3] Crash on connecting rolling stock on: "RollingStock::Carriage::setRailState"
- Replies: 1
- Views: 818
[15.3] Crash on connecting rolling stock on: "RollingStock::Carriage::setRailState"
Hard crash when connecting rolling stock. No mods used. Steps to reproduce: Place track north to south. Place locomotive facing north at the top. Place a reversed locomotive a bit more than a cargo wagon away below the top one. Place cargo wagon in between, it shows it'll connect both. Disconnect th...
- Fri Apr 14, 2017 6:15 pm
- Forum: News
- Topic: Friday Facts #186 - Marathon testing
- Replies: 112
- Views: 55673
Re: Friday Facts #186 - Marathon testing
Just curious… what are these 2×1 arrow entities around second 42 of the video? They're loaders. An entity kinda like inserters, which moves a belt directly into a container, or completely compresses a belt from a container. It's disabled by default, but custom scenarios, and mods can use them/enabl...