Search found 316 matches
- Wed Aug 09, 2017 1:34 am
- Forum: Ideas and Suggestions
- Topic: Electric System Rework
- Replies: 9
- Views: 10029
Re: Electric System Rework
Just a little note there as this hurts the electrical engineer in me:
With those values the;
-Transformer has a throughput of 1MW
-Large pole 10MW
-med/small pole 2.5MW
Watts = Volts x Amps ...
:) You haven't gotten into mods and internals yet then...
Joules is Watts per tick not Watts per ...
- Tue Aug 08, 2017 10:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Loading Autosave clears player file.
- Replies: 7
- Views: 2431
Re: [0.15.32] Loading Autosave clears player file.
Hmmm okay
I wonder what is clearing it to genreate a newer blank version in cloud... stilll investigating I guess.
I wonder what is clearing it to genreate a newer blank version in cloud... stilll investigating I guess.
- Tue Aug 08, 2017 8:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Loading Autosave clears player file.
- Replies: 7
- Views: 2431
Re: [0.15.32] Loading Autosave clears player file.
load-and-ext - just loads the game and exits
load-auto-save - loads an existing save; I had disabled all the mods
attached the player-data.json ...
I saved a copy that had some commands in it and kept copying it back. it's already scrubbed of my ID from a previous clear.
load-auto-save - loads an existing save; I had disabled all the mods
attached the player-data.json ...
I saved a copy that had some commands in it and kept copying it back. it's already scrubbed of my ID from a previous clear.
- Tue Aug 08, 2017 6:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Loading Autosave clears player file.
- Replies: 7
- Views: 2431
Re: [0.15.32] Loading Autosave clears player file.
Also, now, running the game and then exiting clears player-data.json
such as loading the game, changing mods, and restarting the player-data.json gets cleared.
such as loading the game, changing mods, and restarting the player-data.json gets cleared.
- Tue Aug 08, 2017 5:40 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
Think this happened trying to upgrade a rail a train was on... Not really sure...
173.620 Error MainLoop.cpp:940: Exception at tick 297186: Error while running event upgrade-planner::on_player_selected_area (ID 49)
Unknown item name: curved-rail
stack traceback:
__upgrade-planner__/control.lua ...
173.620 Error MainLoop.cpp:940: Exception at tick 297186: Error while running event upgrade-planner::on_player_selected_area (ID 49)
Unknown item name: curved-rail
stack traceback:
__upgrade-planner__/control.lua ...
- Tue Aug 08, 2017 4:26 am
- Forum: Modding interface requests
- Topic: get_connected_rail oscillates (bad title)
- Replies: 0
- Views: 1047
get_connected_rail oscillates (bad title)
I have a train on a track, from the first front mover... I would *think* that if have a bit of track that I should be able to use rail.get_connected_entity{ {rail_direction=defines.rail_direction.back, rail_connection_direction=defines.rail_connection_direction.straight} ) to go through and get a ...
- Tue Aug 08, 2017 4:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.32] Loading Autosave clears player file.
- Replies: 7
- Views: 2431
[0.15.32] Loading Autosave clears player file.
Loading Autosave and then immediately exting
clears player information (console-history and service-username, service-token)
clears player information (console-history and service-username, service-token)
- Mon Aug 07, 2017 11:48 pm
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 27408
Re: Hermios trains
The new method with remote interface doesn't entirely help; for bridge rails I had to have a different rail-accum that had a different collision mask.
also don't see a fix to allow blueprinting rails that have power poles attached... well it works anyway so I guess maybe you changed having an extra ...
also don't see a fix to allow blueprinting rails that have power poles attached... well it works anyway so I guess maybe you changed having an extra ...
- Mon Aug 07, 2017 11:02 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
Fixes the crash, fails to upgrade any modules 'speed-module' to 'speed-module-2' or 'speed-module' to 'productivity-module'
Edit: Can also set module upgrade -> Tile ... like speed-module to brick or vice versa.
I cant reproduce the problem, upgrading modules works fine for me
Can you show a ...
Edit: Can also set module upgrade -> Tile ... like speed-module to brick or vice versa.
I cant reproduce the problem, upgrading modules works fine for me
Can you show a ...
- Mon Aug 07, 2017 10:40 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
Fixes the crash, fails to upgrade any modules 'speed-module' to 'speed-module-2' or 'speed-module' to 'productivity-module'
Edit: Can also set module upgrade -> Tile ... like speed-module to brick or vice versa.
Edit: Can also set module upgrade -> Tile ... like speed-module to brick or vice versa.
- Mon Aug 07, 2017 5:05 pm
- Forum: Multiplayer
- Topic: Looging for Players [Ger/Eng]
- Replies: 3
- Views: 2517
Re: Looging for Players [Ger/Eng]
Might try Factorio discord server ... https://discord.gg/5acU6JM
- Mon Aug 07, 2017 5:02 pm
- Forum: Implemented Suggestions
- Topic: Rename "vehicle acceleration" in fuel tooltips
- Replies: 6
- Views: 3314
Re: Rename "vehicle acceleration" in fuel tooltips
It affects both top speed and acceleration.
Showing both would be better.
Showing both would be better.
- Mon Aug 07, 2017 10:31 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
did find a crash... see prior
- Mon Aug 07, 2017 10:07 am
- Forum: Mods
- Topic: [MOD 0.15] Upgrade planner
- Replies: 28
- Views: 20585
Re: [MOD 0.15] Upgrade planner
@All
I highly recommend going back to the original 'upgrade builder and planner'
https://forums.factorio.com/viewtopic.php?f=92&t=14781
https://mods.factorio.com/mods/Klonan/upgrade-planner
it has a better interface and better performance and now supports everything this does (and is maintined by ...
I highly recommend going back to the original 'upgrade builder and planner'
https://forums.factorio.com/viewtopic.php?f=92&t=14781
https://mods.factorio.com/mods/Klonan/upgrade-planner
it has a better interface and better performance and now supports everything this does (and is maintined by ...
- Mon Aug 07, 2017 10:03 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
snip
All fixed in 1.4.7
Yup looks great; thanks!
question though - why doesn't it make the build sound anymore on replace?
Edit: And would it be terribly hard to make a setting that forces shift-click (bot replace) mode?
Edit2 : doesn't replace tiles on the ground, works on blueprints.
Edit3 ...
All fixed in 1.4.7
Yup looks great; thanks!
question though - why doesn't it make the build sound anymore on replace?
Edit: And would it be terribly hard to make a setting that forces shift-click (bot replace) mode?
Edit2 : doesn't replace tiles on the ground, works on blueprints.
Edit3 ...
- Mon Aug 07, 2017 7:01 am
- Forum: Won't implement
- Topic: Enter/cancel keyboard events
- Replies: 0
- Views: 853
Enter/cancel keyboard events
It would be nice if you could capture enter and escape as OK and Cancel events in GUI. They could be sent as mouse events to the control with the focus...
Was specifically considering this about Upgrade Builder and Planner; which now has a drop list, but shows a field to specify a name when you ...
Was specifically considering this about Upgrade Builder and Planner; which now has a drop list, but shows a field to specify a name when you ...
- Mon Aug 07, 2017 6:12 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
upgrading a rail causes Bio Industries mod to crash... Normally when a rail is deconstructed, the event is sent with the name of the planner item, not the specific rail.
(this is a normal deconstructed scrap-rail)
60.510 Script @__Bio_Industries__/control.lua:530: tile name:scrap-rail
(this is the ...
(this is a normal deconstructed scrap-rail)
60.510 Script @__Bio_Industries__/control.lua:530: tile name:scrap-rail
(this is the ...
- Mon Aug 07, 2017 6:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 454334
Re: MOD [ 0.15.x] Bio-Industries 1.8.0
Had a crash upgrading rails. deconstructing a rail gives name as 'curved-rail-scrap' which isn't an item prototype, only an entity prototype....
(Hmm this is probably because upgrade builder and planner is emitting the wrong name) deconstructing the rail normally gives 'scrap-rail' as the item name ...
(Hmm this is probably because upgrade builder and planner is emitting the wrong name) deconstructing the rail normally gives 'scrap-rail' as the item name ...
- Mon Aug 07, 2017 5:58 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 281079
Re: [MOD 0.15] Upgrade planner
Shift-click upgrading rails just makes rails disappear.
viewtopic.php?f=213&t=50877 (affects deconstruction and using a blueprint over deconstructed entities)
viewtopic.php?f=213&t=50877 (affects deconstruction and using a blueprint over deconstructed entities)
- Mon Aug 07, 2017 1:16 am
- Forum: Ideas and Suggestions
- Topic: /colour command as an alise to /color
- Replies: 15
- Views: 8673
Re: /colour command as an alise to /color
Kind of strange that brits would want to hold onto something from Old France.....
btw - where's the 'ee' sound in Aluminum ? Al-u-min-ium ?
https://en.wiktionary.org/wiki/colour
English Noun
colour (countable and uncountable, plural colours)
(British spelling) Alternative form of color ...
btw - where's the 'ee' sound in Aluminum ? Al-u-min-ium ?
https://en.wiktionary.org/wiki/colour
English Noun
colour (countable and uncountable, plural colours)
(British spelling) Alternative form of color ...