Search found 470 matches

by Therax
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. ...
by Therax
Thu Mar 14, 2019 11:28 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

MoiAimeBien wrote:
Thu Mar 14, 2019 11:38 am
Hi, same bug apply for this mod too.
Should be fixed now!
by Therax
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 ...
by Therax
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...
by Therax
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...
by Therax
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...
by Therax
Tue Mar 12, 2019 12:16 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 301
Views: 105379

Re: Mylon's Many Mods

mrvn wrote:
Mon Mar 11, 2019 12:01 pm
I will see it the license allows me to upload a fixed version tonight (if I don't forget). I patched a few things for 0.17 to work.
I actually wrote my own from scratch, with some performance improvements to boot. ;)
https://mods.factorio.com/mod/autobuild
by Therax
Fri Mar 08, 2019 5:56 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: Game Crash

Tharin wrote:
Mon Mar 04, 2019 6:27 pm
Ok, every Time when i will copy rails, the game crashed and give me the error report.
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
by Therax
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...
by Therax
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.
by Therax
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 ...
by Therax
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...
by Therax
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...
by Therax
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?
by Therax
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!
by Therax
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...
by Therax
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...
by Therax
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!
by Therax
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.
by Therax
Fri Feb 22, 2019 2:24 am
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 43782

Re: [MOD 0.16] Realistic Electric Trains

Optera wrote:
Thu Feb 21, 2019 8:49 pm
I prefer the classic Ce-6-8 over the E94. ;)
Jackshafts and side rods on an electric locomotive. TIL. :D

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