Search found 51 matches

by Aidiakapi
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...
by Aidiakapi
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.
by Aidiakapi
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.
by Aidiakapi
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 "...
by Aidiakapi
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...
by Aidiakapi
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...
by Aidiakapi
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.
Would also solve: Function for focusing a GUI element
by Aidiakapi
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.
by Aidiakapi
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...
by Aidiakapi
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...

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