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by Omnifarious
Thu Apr 30, 2020 4:21 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 19418

Re: Version 0.18.22

so that means those mods stay dead until they get updated? (broke like 5 mods for me) Yes. If you want to help the authors of the mods you like, and possibly increase the speed at which those mods will be updated, go and post a bug in the forum for the mod, or wherever the mod author says to post b...
by Omnifarious
Sat Apr 25, 2020 5:14 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 27982

Re: [MOD 0.17] Deadlock's Crating Machine

mitchellhalliday on GitHub was kind enough to open a pull request for a 0.18 update, which I did some quick testing on and have released. Note that the mod is still marked as deprecated in the portal, so it won't show up in search result pages but (I think?) should still be available for install in...
by Omnifarious
Mon Apr 20, 2020 1:15 pm
Forum: Releases
Topic: Version 0.18.19
Replies: 5
Views: 7536

Re: Version 0.18.19

This also fixes "Harmless error dialog pops up when saving (82539)". Thank you.

While this bug was minor, I found it to be a major irritant.
by Omnifarious
Fri Apr 17, 2020 9:17 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 9959

Re: Friday Facts #343 - Environmental particle effects

So... let me get this straight, currently, the methods for decoration removal are as follows: Placing entities Placing tiles (sometimes repeatedly to remove all decoratives) Grenades (and possibly other explosions) Assorted mods Am I missing any? Removing decoratives in the options menu. I've done ...
by Omnifarious
Fri Apr 17, 2020 5:50 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 9959

Re: Friday Facts #343 - Environmental particle effects

In that case, shouldn't the vegetation be initially removed and come back up through the cracks over time? Of course to a lesser degree the more often the path is used. While that would be nice, that's asking a lot from the engine. I'd rather have UPS for more complex factories than that. I like th...
by Omnifarious
Wed Apr 15, 2020 8:30 pm
Forum: Ideas and Suggestions
Topic: Mushroom Cloud Implementation?
Replies: 1
Views: 271

Re: Mushroom Cloud Implementation?

There is a nice mod that does that, and also makes nuclear bombs much more spectacular in other ways while not actually changing their area of effect or how much damage they do. That mod is called (appropriately enough) Mushroom Cloud.
by Omnifarious
Wed Apr 15, 2020 8:27 pm
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 2259

Re: Read inserter stack size from the picked item's channel

I'm curious if this is a "won't do" or not.
by Omnifarious
Mon Apr 13, 2020 4:37 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 27982

Re: [MOD 0.17] Deadlock's Crating Machine

This mod is now deprecated. It has a GNU GPLv3 license so anyone is entitled to fork it and maintain their own public version as long as that published version has the same license and credits my and shanemadden's work on it. I'm about to do this and call it Deadlock's Crating Revived. I can remove...
by Omnifarious
Fri Apr 10, 2020 3:55 pm
Forum: Releases
Topic: Version 0.18.18
Replies: 52
Views: 15796

Re: Version 0.18.18

Actual laser fire : https://youtu.be/IzUoe-9bKa0?t=100 Basically, completely silent. The laser I'd be thinking of would be between 50 and 500Kw of output power. So, I'm guessing around 10000 to 100000 times the wattage of the laser in the video. I'm guessing that would be enough to heat the air and...
by Omnifarious
Thu Apr 09, 2020 5:47 am
Forum: Releases
Topic: Version 0.18.18
Replies: 52
Views: 15796

Re: Version 0.18.18

Dear dev's, Idk what u have done to the sound of the Personal Laser Defense, but in my ears it's horrible! I hope next patch there will be something fixed with that noise :). Thanks in advance! I have to agree. I really like all the new sounds (including the now very definitely audible and alerting...
by Omnifarious
Fri Mar 20, 2020 6:09 am
Forum: Resolved Problems and Bugs
Topic: [0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving
Replies: 10
Views: 1448

Re: [0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving

I checked to see if it was also a problem on my laptop, and it is. I wanted to make sure because I did some things that were a little weird with filesystems and things on my main desktop.
by Omnifarious
Thu Mar 19, 2020 8:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving
Replies: 10
Views: 1448

Re: [0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving

Post the complete log please. This is lightly anonymized. If needed, I can post a similar log from an attempt to create, then save a brand-new modless game. I was using the non-Steam version until about 0.18.12. This error has been present since then. It wasn't present in the Steam version for any ...
by Omnifarious
Thu Mar 19, 2020 3:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving
Replies: 10
Views: 1448

[0.18.14] "Error while parsing __base__/campaigns/beta/description.json not found" when saving

This bug has shown up for other people in previous versions, but it appears to be back: Whenever I save, I get this error message before the save process starts, and after it completes: 28.468 Error Util.cpp:83: Error while parsing __base__/campaigns/beta/description.json: File __base__/campaigns/be...
by Omnifarious
Tue Mar 17, 2020 7:11 pm
Forum: Mods
Topic: [Mod 0.17] Pre 0.17.60 Oil
Replies: 4
Views: 814

Re: [Mod 0.17] Pre 0.17.60 Oil

I've largely taken over maintenance of this mod. I've done very little to it, and will do very little to it in the future. The minimum necessary to keep it working for new Factorio versions. If I decide I'm not interested and want to give up, I'll try to hand maintainership to someone else, though t...
by Omnifarious
Tue Mar 17, 2020 5:55 pm
Forum: Implemented Suggestions
Topic: Deconstruction/Upgrade planner in blueprint book
Replies: 4
Views: 648

Re: Deconstruction/Upgrade planner in blueprint book

I would like to add my support for this idea as well, and an additional reason... I find myself re-creating my deconstruction planner and upgrade planner library with every game. I like my upgrade planner to work a certain way, and I usually create a set of 3-4 upgrade planners to make that happen. ...

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