Search found 767 matches

by ickputzdirwech
Mon Oct 05, 2020 4:03 pm
Forum: Not a bug
Topic: [1.0.0] Shortcut menu opens behind inventory
Replies: 1
Views: 575

[1.0.0] Shortcut menu opens behind inventory

Steps to reproduce Open the player inventory Click on the three dots to open the shortcuts menu -> it opens behind the inventory Press e to close the player inventory (as it is in the front) -> the shortcut menu is closed instead I would expect the shortcuts menu to open in front of the inventory o...
by ickputzdirwech
Mon Oct 05, 2020 3:57 pm
Forum: Not a bug
Topic: [1.0.0] Flat character gui
Replies: 5
Views: 608

[1.0.0] Flat character gui

The setting flat character gui has no effect until you research logistic-robotics and therefore the logistics tab is enabled.
by ickputzdirwech
Sun Oct 04, 2020 10:34 pm
Forum: Ideas and Suggestions
Topic: Spidertron roboport control
Replies: 9
Views: 3696

Re: Spidertron roboport control

Can we get a sidebar toggle to turn spidertron roboports on/off? If - and until - this is implemented, maybe this feature exists / could be added to : https://mods.factorio.com/mod/Shortcuts-ick ? It can and it has been. Check out the newest version. I had this on my todo list already and finally g...
by ickputzdirwech
Sun Oct 04, 2020 10:28 pm
Forum: Mods
Topic: [MOD 1.1] Shortcuts for 1.1
Replies: 15
Views: 6597

Re: [MOD 1.0] Shortcuts for 1.0

Version 1.0.10 was released today. I updated the first post accordingly. Highlights of the new version are: Keyboard inputs for every shortcut. New shortcuts for the spidertron like "Enable/disable logistics while moving" German (native) and French (third language) translations. Edit: The ...
by ickputzdirwech
Sun Oct 04, 2020 10:29 am
Forum: Modding help
Topic: [Solved] Can't write to vehicle_automatic_targeting_parameters
Replies: 2
Views: 576

Re: Can't write to vehicle_automatic_targeting_parameters

Thank you for you help! It works perfectly. I learned something new again. But to be honest I don't entirely understand why it works this way. The first two lines are pretty much the same I had before. And the third line somehow assembles everything together again?
by ickputzdirwech
Sat Oct 03, 2020 12:48 pm
Forum: Modding help
Topic: [Solved] Can't write to vehicle_automatic_targeting_parameters
Replies: 2
Views: 576

[Solved] Can't write to vehicle_automatic_targeting_parameters

I want to write to the vehicle_automatic_targeting_parameters but it just won't work. Here the full code: script.on_event(defines.events.on_lua_shortcut, function(event) local prototype_name = event.prototype_name local player = game.players[event.player_index] if prototype_name == "targeting-w...
by ickputzdirwech
Sat Oct 03, 2020 7:37 am
Forum: Modding help
Topic: Questions...
Replies: 11
Views: 1507

Re: Questions...

The problem with just removing the heavy armor technology is that there might be other technologies that are dependent on it. In this case modular armor. The modular armor technology is also dependent on advanced electronics. So one way of dealing with this should be data.raw.technology["modula...
by ickputzdirwech
Sat Oct 03, 2020 7:14 am
Forum: Not a bug
Topic: [1.0.0]Updating mod deletes old versions
Replies: 5
Views: 1049

Re: [1.0.0]Updating mod deletes old versions

For me it already does keep old versions. I am not quite sure when, but my guess is that it keeps versions that I have a save with.
by ickputzdirwech
Sat Oct 03, 2020 7:12 am
Forum: Gameplay Help
Topic: Way to see what's slowing the game down exactly?
Replies: 19
Views: 5506

Re: Way to see what's slowing the game down exactly?

How about less artillery turrets then? Since they have an insane range you will still reach everywhere eventually, but you will anger fewer biters at a time. This will spread out the lag.
by ickputzdirwech
Thu Oct 01, 2020 7:48 pm
Forum: Not a bug
Topic: [kovarex] Rolling Stock Connection Failure On A Split-Off
Replies: 3
Views: 1492

Re: [kovarex] Rolling Stock Connection Failure On A Split-Off

As I understand it the problem is a bit different. Take the following minimal setup: connected wagons.png 0eNqVlNtuwjAMht/F16WKc25fZZqmAlEXqaQoTdkQ6rsvbREMwSTvMon/z6fYF9h2oztGHxLUF/C7PgxQv11g8G1ouvkunY8OavDJHaCA0BzmU2x8B1MBPuzdN9Q4vRfgQvLJu1W/HM4fYTxsXcwGN+WQsrb9TJsFUcCxH7KqD7OrTNpgNj1ngcn0vY9utz7yq...
by ickputzdirwech
Thu Oct 01, 2020 6:33 pm
Forum: Modding help
Topic: [Solved] Problem with logical operator "or"
Replies: 2
Views: 331

Re: Problem with logical operator "or"

ok I got it now. Complete fool today I guess :oops: Thank you very much! I don't know what I was thinking there. :cry:
by ickputzdirwech
Thu Oct 01, 2020 1:58 pm
Forum: Modding help
Topic: [Solved] Problem with logical operator "or"
Replies: 2
Views: 331

[Solved] Problem with logical operator "or"

I got the following setting: setting_type = "startup", name = "spidertron-remote", type = "string-setting", allowed_values = {"disabled", "enabled", "enabled-hidden"}, default_value = "enabled" I want to generate a prototype if th...
by ickputzdirwech
Thu Oct 01, 2020 8:47 am
Forum: Ideas and Suggestions
Topic: Signal letters fonts
Replies: 7
Views: 1939

Re: Signal letters fonts

DingoPD wrote:
Thu Oct 01, 2020 7:29 am
valneq wrote:
Wed Sep 30, 2020 7:38 pm
+1
How about a monospaced font for the signals?
In vanilla you only see 1 character per signal button, would it make any difference ?
You are right, it doesn’t have to be a monospace font. But a lot of monospace fonts also have the property the OP is asking for: easy to distinguish letters.
by ickputzdirwech
Sun Sep 27, 2020 11:31 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Crash: cursorAdapter.getBlueprintItem() && !cursorAdapter.getSingleBlueprintRecord() was not true
Replies: 3
Views: 2788

Re: [1.0.0] Crash: cursorAdapter.getBlueprintItem() && !cursorAdapter.getSingleBlueprintRecord() was not true

I can confirm this. The steps provided by the OP result in a hard crash (last step must be left-click, pressing Q doesn't result in a crash).
by ickputzdirwech
Fri Sep 25, 2020 12:14 pm
Forum: Modding help
Topic: How to get proper name of item, recipe etc?
Replies: 4
Views: 4786

Re: How to get proper name of item, recipe etc?

It seems like only few people know about this but if you hover over an entity, technology or item you can press ctrl-shift-F and a window with the prototype properties will open.
by ickputzdirwech
Fri Sep 25, 2020 11:29 am
Forum: Technical Help
Topic: Mods reset to default
Replies: 2
Views: 423

Re: Mods reset to default

You can also got to main menu -> mods, click on the mods you don’t want and click on the trashcan in the top right corner. If you want to reset the settings go to main menu-> settings -> mod settings. There should be some kind of circular arrow at the top right corner, that should reset all settings.
by ickputzdirwech
Wed Sep 23, 2020 6:06 pm
Forum: General discussion
Topic: Do i need to mute the music in-game when posting youtube videos?
Replies: 10
Views: 2761

Re: Do i need to mute the music in-game when posting youtube videos?

You should be perfectly fine making YouTube videos about the game including the music. Have a look at the website.
https://factorio.com/support/press-kit
https://factorio.com/terms-of-service (section video policy)
by ickputzdirwech
Wed Sep 23, 2020 3:53 pm
Forum: Not a bug
Topic: [1.0.0] Number of available artillery turrets is white in hand
Replies: 2
Views: 350

Re: [1.0.0] Number of available artillery turrets is white in hand

I am aware that the number in your quickbar and your hand can be different, since the number in the quickbar depends on the player position and the number in your hand depends on your cursor position. They are still pretty much the same as they both show the number of artillery turrets that can targ...
by ickputzdirwech
Wed Sep 23, 2020 3:43 pm
Forum: Not a bug
Topic: [1.0.0] Discharge defense remote always shows 1 in hand
Replies: 2
Views: 271

Re: [1.0.0] Discharge defense remote always shows 1 in hand

Well that logic certainly exists for the quick bar. it just isn't implemented for when you hold it in your hand.
by ickputzdirwech
Wed Sep 23, 2020 3:08 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Refresh button in mod updates window stays highlighted
Replies: 1
Views: 221

[1.0.0] Refresh button in mod updates window stays highlighted

Steps to reproduce
  • Open the mod updates window
  • Click on the refresh button and wait for it to finish
  • Move your mouse over the refresh button
  • Move your mouse away again. The button will stay highlighted.
The refresh button is still highlighted. I am hovering over the first mod, which is why that one is highlighted as well.
The refresh button is still highlighted. I am hovering over the first mod, which is why that one is highlighted as well.
button stays highlighted.png (8.02 KiB) Viewed 221 times

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