Search found 470 matches
- Fri Mar 15, 2019 7:57 pm
- Forum: Releases
- Topic: Version 0.17.13
- Replies: 18
- Views: 11264
Re: Version 0.17.13
In the revised tutorial, I'm being attacked by a constant stream of biters from the west before I've researched turrets. The new pollution display shows 0 pollution being absorbed by spawners. They are not coming from the initial starter base, but from further west, well outside my pollution cloud. ...
- Thu Mar 14, 2019 11:28 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
Should be fixed now!
- Thu Mar 14, 2019 7:10 am
- Forum: Modding interface requests
- Topic: Expose rendering of specialized tooltips
- Replies: 4
- Views: 910
Expose rendering of specialized tooltips
Proposed behavior: If a LuaGuiElement's tooltip consists only of a rich tag string, i.e. "[entity=assembling-machine-1]", "[item=iron-plate]", display the tooltip as used when hovering over such a tag string in chat. Current behavior: Setting these special strings shows only the ...
- Wed Mar 13, 2019 10:59 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 86999
Re: [MOD 0.16] Bulk Rail Loaders
The mod use alone or not, prevent to save filter in cargo wagon, with blue-print. With 0.17 you can now save train and filter, with BP. But when I use the mod, if I want to create a BP with filter, it doesn't save it. The train is build by robot, but no filter at all :-( This looks like a gap in th...
- Wed Mar 13, 2019 10:45 pm
- Forum: Resolved Problems and Bugs
- Topic: get/set_blueprint_entities() do not support cargo-wagon filters
- Replies: 1
- Views: 1942
get/set_blueprint_entities() do not support cargo-wagon filters
Currently if a BP is created for a train including cargo wagon filters, the filter settings are not captured in LuaItemStack::get_blueprint_entities(). I would expect something like: stack.set_blueprint_entities(stack.get_blueprint_entities()) to be a noop, but that is currently not the case. Use ca...
- Tue Mar 12, 2019 12:28 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 86999
Re: [MOD 0.16] Bulk Rail Loaders
Had a thought: the Cargo Ships mod ( https://mods.factorio.com/mod/cargo-ships ) has HUUUUUGE inventories for the ships, which are reskinned trains. due to a gap in the API, any train can run on any track, or in this case, ships can run on train tracks - AND on Bulk Rail Un/Loaders. It's possible t...
- Tue Mar 12, 2019 12:16 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 301
- Views: 105379
Re: Mylon's Many Mods
I actually wrote my own from scratch, with some performance improvements to boot.
https://mods.factorio.com/mod/autobuild
- Fri Mar 08, 2019 5:56 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: Game Crash
I went ahead and built my own alternative to Bluebuild, because this bug has been around forever. Check it out: https://mods.factorio.com/mod/autobuild
- Thu Mar 07, 2019 7:09 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 301
- Views: 105379
Re: Mylon's Many Mods
Have you tried ght-bluebuild (bluebuild rewritten)? I found that the original bluebuild still had serious performance problems in multiplayer while ght-bluebuild was faster. These reports are coming from other players who are using my Miniloader mod. Also, ght-bluebuild has not been updated for 0.1...
- Thu Mar 07, 2019 2:43 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
A mini loader is two inserters. If items are moving slowly enough that demand can be satisfied by one inserter alone, then one of the two will win and you’ll see this unbalanced behavior. There isn’t a good way for me to fix that.
- Wed Mar 06, 2019 3:04 am
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 301
- Views: 105379
Re: Mylon's Many Mods
I still think Bluebuild shouldn't raise on_put_item at all. The only way to know what item was "put" is to look at player_index and check the cursor_stack, which is worse than useless in Bluebuild's case. This is still a problem and it's causing crashes in Miniloader when players use the ...
- Wed Mar 06, 2019 2:58 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: Game Crash
Hi i have a crashreport for you ;) https://www.bilder-upload.eu/thumb/0a887e-1551704427.jpg I hope i can help to fix it. Best Regards Tharin Ok, every Time when i will copy rails, the game crashed and give me the error report. This looks like a bug in Bluebuild. Bluebuild is telling Miniloader that...
- Fri Mar 01, 2019 6:40 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.2] Tutorial seems very difficult
- Replies: 34
- Views: 9596
Re: [0.17.2] Tutorial seems very difficult
I'd suggest a tutorial stage to explicitly recommend loading turrets from belts with inserters. The tutorial quickly becomes overwhelming if you start out hand-feeding ammo to turrets, which is plenty in the early stages of research, especially if your production and pollution is fairly low. Then wh...
- Fri Mar 01, 2019 6:33 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
- Replies: 9
- Views: 2685
Re: [0.17.2] Campaign: Automated production: pm = per minute, not explained ... Newbie trap
Finished the campaign without ever automating green circuits. Apparently hand crafting counts towards the production stats. Probably not the intent?
- Thu Feb 28, 2019 5:37 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
Probably not the invisible inserters, because those have real icons to display in the power usage graph screens. I suspect it’s the invisible loaders I use for belt connectivity. I can try giving them a real icon that is just never shown anywhere. Thanks for digging that up!
- Wed Feb 27, 2019 5:38 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
1.7.1 here, the issue persists but in a weird way: the game doesn't have any issues loading any mods until another one is added and after a restart the game demands a whole bunch of mods to be disabled. Re-enabling them one 1 by 1 works, until a certain number of them are enabled and then the story...
- Wed Feb 27, 2019 3:13 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
getting an error in miniloader_1.7.0 5.208 Mods to disable:Failed to load mods: The given sprite rectangle (left_top=0x43, right_bottom=53x86) is outside the actual sprite size (left_top=0x0, right_bottom=212x85). Sprite name: __miniloader__/graphics/entity/filter-template.png.: __miniloader__/grap...
- Mon Feb 25, 2019 11:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
Issue: When using bobs logistics rebalance with colored tiers of inserters, all miniloader recipes require express inserter(blue) to craft, instead of that loader color respectively. Same bug here (angel/bob + bob logi overhaul) since a few days Should now be fixed in 1.6.10. Thanks for the reports!
- Sun Feb 24, 2019 7:13 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 132677
Re: [MOD 0.16] Miniloader
I probably introduced a bug in the most recent patch. I’ll have a look.
- Fri Feb 22, 2019 2:24 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 43782