quenenni: There's a thread here about the focusing feature:
viewtopic.php?f=28&t=38511
No response from the devs on that one.
Search found 79 matches
- Tue May 30, 2017 9:39 am
- Forum: Implemented mod requests
- Topic: Add a way to register a mod gui as a normal game window
- Replies: 9
- Views: 6561
- Tue May 30, 2017 9:33 am
- Forum: Implemented mod requests
- Topic: Function for focusing a GUI element
- Replies: 16
- Views: 9022
Re: Function for focusing a GUI element
+1. This would be good for What Is It Used For, which also provides a search box.
- Mon May 29, 2017 9:24 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 65804
Re: [0.14] What is it used for?
Thanks for this mod it is really a huge improvement. Could you also have the recipe pane show the buildings that the recipe can be constructed in?
Thanks!
Indeed, that was a feature I was already thinking of. I believe I've implemented it in the new 1.2.3 I've just uploaded. Let me know if you ...
Thanks!
Indeed, that was a feature I was already thinking of. I believe I've implemented it in the new 1.2.3 I've just uploaded. Let me know if you ...
- Fri May 26, 2017 9:18 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Hi. I have a bug with rocket silo. Cant build any rocket because game want me to choose recipe inside rocket silo structure, but where is no any available recipes. h ttps://snag.gy/XBFt6M.jpg
When CMHmod is turned off rocket silo works fine line in wanilla
This happens because now Bob revamp and ...
When CMHmod is turned off rocket silo works fine line in wanilla
This happens because now Bob revamp and ...
- Fri May 26, 2017 7:08 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 65804
Re: [0.14] What is it used for?
OK, I think it's fixed. I've uploaded version 1.2.2 to the portal. Fixed another unrelated crashing bug also.
Creat: Thanks for providing your save game; I don't think I could have tracked down the issue without it.
Creat: Thanks for providing your save game; I don't think I could have tracked down the issue without it.
- Fri May 26, 2017 5:25 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 65804
Re: [0.14] What is it used for?
Thanks for the report. On a quick test I don't observe the same issue. I'll try with your save when I get the chance.Creat wrote:I do have a bug to report though: Some recipes are just missing in some contexts but work fine in others.
- Sat May 20, 2017 12:42 pm
- Forum: Mods
- Topic: [0.14] What is it used for?
- Replies: 137
- Views: 65804
Re: [0.14] What is it used for?
For those waiting for a 0.15 version of this, I've just released "What is it really used for?", a fork of this mod. See https://mods.factorio.com/mods/Coppermine/what-is-it-really-used-for .
It works in 0.15. It also adds the oft-requested feature of navigating around items by clicking on the ...
It works in 0.15. It also adds the oft-requested feature of navigating around items by clicking on the ...
- Sat May 20, 2017 10:23 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
- Replies: 42
- Views: 19361
Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Another example of a mod stymied by not being able to get actual translations for text - the search feature in "What does it do?" mod can only search on locale keys, not the translated names of items etc. https://forums.factorio.com/viewtopic.php?p=210544#p210544
I've been working on some ...
I've been working on some ...
- Mon May 15, 2017 6:17 am
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
I posted in the Angel's bugs thread about your loading problem. (Just in case anyone else comes here with the same problem: I think you just need to add boblogistics).
The reason my tests didn't give the same results as your new version is that you moved recipe-updates.lua to data-updates.lua as ...
The reason my tests didn't give the same results as your new version is that you moved recipe-updates.lua to data-updates.lua as ...
- Mon May 15, 2017 5:55 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1746757
Re: Bugs & FAQ
Trying to make my mod compatible with yours, but it seems like I can't load only petrochem (and dependencies) and bob's.
steel-pipe is from boblogistics, which wasn't in your list, so it makes sense that you got that error.
angelspetrochem is checking for bobplates but not boblogistics before ...
steel-pipe is from boblogistics, which wasn't in your list, so it makes sense that you got that error.
angelspetrochem is checking for bobplates but not boblogistics before ...
- Sat May 13, 2017 1:07 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Yes, Angel changes it. He adds 'liquid-' or 'gas-' prefix to all fluids.bobingabout wrote:I don't know if Angel changes it, but in bob's mods it is data.raw.fluid["nitric-acid"]Coppermine wrote:Should beCode: Select all
if data.raw.fluid["liquid-nitric-acid"] then
- Sat May 13, 2017 10:41 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 106252
Re: [0.15] Space Extension Mod (SpaceX)
I just took a look at the new research for 0.15 SpaceX. It looks good :D. I like the fact that it's using different combinations of science packs for different techs. I have a few thoughts:
Looks like only Astrometrics uses space science. I think more of the techs should. At least the last FTL one ...
Looks like only Astrometrics uses space science. I think more of the techs should. At least the last FTL one ...
- Sat May 13, 2017 9:35 am
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
I'll post it up now as v 15.1 for everyone's convenience. Let me know if this fixes it.
(I'm using CMHMod Bob's End Game 0.15.0 right now, which is what these comments are based on)
You're close, but there are a few things that need to be tweaked.
In info.json you need an optional dependency on ...
(I'm using CMHMod Bob's End Game 0.15.0 right now, which is what these comments are based on)
You're close, but there are a few things that need to be tweaked.
In info.json you need an optional dependency on ...
- Sat May 13, 2017 8:51 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1746757
Re: Bugs & FAQ
What is it used for should just not display hidden recipes and make an exception for the rocket recipe, instead of having it the other way around.
It's debatable, but I think it's better to err on the side of including as much information as possible in a mod like that. Though maybe the hidden ...
It's debatable, but I think it's better to err on the side of including as much information as possible in a mod like that. Though maybe the hidden ...
- Fri May 12, 2017 9:09 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1746757
Re: Bugs & FAQ
I was just looking at the implementation of What Is It Used For because the author hasn't yet released a 0.15 version, and I have finally got to the bottom of an issue that has been bugging me about it for some time.
With petrochem installed there is a mystery recipe listed on every fluids' lists ...
With petrochem installed there is a mystery recipe listed on every fluids' lists ...
- Fri May 12, 2017 8:56 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)
@coppermine
I tried to try to fix it (its a mouthful I know) but I can't get angel's mods and bob's mods to work together. Seems like some issue with the steel/titanium/etc pipes.
I have installed the dependencies (the minimal dependencies) and have everything updated.
Tell me if you have this ...
I tried to try to fix it (its a mouthful I know) but I can't get angel's mods and bob's mods to work together. Seems like some issue with the steel/titanium/etc pipes.
I have installed the dependencies (the minimal dependencies) and have everything updated.
Tell me if you have this ...
- Wed May 10, 2017 6:43 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.1] Improvements to the mod options
- Replies: 15
- Views: 4609
Re: [0.15.1] Improvements to the mod options
+1 for using the mods' display names. Those are the names users are used to seeing e.g. on the mod portal. It's a bit odd to see the id instead. I don't think non-unique display names is a serious concern; if it was there would already be issues with name clashes on the mod portal.
- Tue May 09, 2017 9:19 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 65248
Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)
CMH: while you're working on your mod it would be great if you could ensure compatibility with Angel's mods. Currently (at least as of the 0.14 versions) CMHModBobEndGame and Angel's Petrochem both tweaked the rocket fuel recipe. The combination of both changes led to four fluid ingredients, which ...
- Sat May 06, 2017 11:31 am
- Forum: Ideas and Suggestions
- Topic: Train wagons carrying one item button
- Replies: 74
- Views: 28545
Re: Paste filter into multiple cells
Just wanted to point out that now (as of 0.15) you can paste-drag across entities it's unintuitive and inconsistent that you cannot also paste-drag across cells in trains etc. I think that ought to raise the priority of this feature by a notch. Would make setting up trains so much more pleasant.