Search found 267 matches

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: 3537

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: 3537

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: 3537

[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 1.1.x] Classic Factorio Basic Oil Processing
Replies: 6
Views: 2620

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: 1786

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. ...
by Omnifarious
Tue Mar 17, 2020 5:45 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 26004

Re: Version 0.18.13

"Open equipment grid" has a different size and missing the close button, search button and the text "Inventory". Yes, this GUI hasn't been polished yet Another thing I noticed is that while there are roboport toggle and exoskeleton buttons in the little toggle button bar at the ...
by Omnifarious
Sun Mar 15, 2020 6:32 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52041

Re: Friday Facts #338 - The (real) Character GUI

I often autotrash all wood, coal, and the various ores. I hardly ever request it. It might be nice to not have a limit on the slots you can have 0 requests for. There is no limit on auto trash. You may setup auto trash for any amount of different items. Limit is in trash slots itself. Auto trash is...
by Omnifarious
Sat Mar 14, 2020 7:12 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52041

Re: Friday Facts #338 - The (real) Character GUI

I often autotrash all wood, coal, and the various ores. I hardly ever request it. It might be nice to not have a limit on the slots you can have 0 requests for. Also, one of my big rewards for researching utility science is increasing the number of request slots. I'm worried this will make utility s...
by Omnifarious
Fri Mar 13, 2020 4:12 am
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 15758

Re: Version 0.18.10

Added Instrument Mode to support mod development tools. I want more details on this, please. You can find more info in the doc page for it . It was added to support my mod debugger , but I also planned for it to be used by other tools. Someone (maybe me, but it's doubtful) should add support for GU...
by Omnifarious
Tue Feb 18, 2020 10:13 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 19935

Re: Version 0.18.7

Schallfalke wrote:
Tue Feb 18, 2020 10:06 pm
I enabled all of my "Schall"-brand mods, and still got 60 UPS on battlefield screen of my megabase save in 0.18.6.

But when updated to 0.18.7, the battlefield screen drops to 20-25 UPS.
Do you mean FPS or are you really referring to UPS?
by Omnifarious
Tue Feb 18, 2020 5:49 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 19935

Re: Version 0.18.7

thanks for keeping the game updated. However I must give some Feedback to the sounds that are being changed, because they get consistently worse since 0.18. I gave this some time to get used to the new sounds, but even after a month I still feel like there are a lot of flaws. I have to agree. I hav...
by Omnifarious
Thu Feb 06, 2020 6:23 pm
Forum: Releases
Topic: Version 0.18.4
Replies: 22
Views: 17531

Re: Version 0.18.4

There are two mods that are non-game changing (well, one is a tiny bit game changing) that I think would add a lot of polish to the game, and who's ideas I think should be incorporated. The one that's a tiny bit game changing and is the one that I think would add the most is MushroomCloud (which has...
by Omnifarious
Fri Dec 27, 2019 5:45 am
Forum: Railway Setups
Topic: Four-way roundabout junction (hopefully deadlock-free)
Replies: 22
Views: 28250

Re: Four-way roundabout junction (hopefully deadlock-free)

I just created a 4 way roundabout junction that isolates the inner and outer rings. I don't have a picture handy, but here's the blueprint string: 0eNqdWtlO20AU/Rc/J2ju7JNfqVBFwaKWwKAkoCLEvzcLcQm57pwzTygQH47vvr13vx5e+uf1MG671Xs33D6Nm271473bDPfjzcP+d9u3575bdcO2f+wW3XjzuP+0vhkeuo9FN4x3/Z9uJR/Xi64ft8N2...
by Omnifarious
Thu Dec 12, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: [0.15] Preventing train rerouting when disabling a stop
Replies: 8
Views: 4412

Re: [0.15] Preventing train rerouting when disabling a stop

What I would love to see is an extension of the Enable/Disable logic: Send a train stop a value (rather than a bool) for how many trains are allowed to path toward it at that moment. I'm not sure how efficiently that could be implemented, but it would be a huge step toward logistic network trains i...
by Omnifarious
Thu Dec 12, 2019 6:42 am
Forum: Implemented mod requests
Topic: Limit trains routed to a stop
Replies: 6
Views: 2449

Re: Limit trains routed to a stop

This is actually something mentioned before, by myself and others: https://forums.factorio.com/viewtopic.php?p=258253#p258253 Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution. Thanks for pointing me at...
by Omnifarious
Tue Dec 10, 2019 2:06 pm
Forum: Implemented mod requests
Topic: Limit trains routed to a stop
Replies: 6
Views: 2449

Re: Limit trains routed to a stop

Does anybody have any opinions on this? This seems like a fairly simple primitive, that if implemented, would enable a lot of things.
by Omnifarious
Sun Dec 08, 2019 10:02 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45043

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) Don't worry. I really like the tree animation and I won't be turning it off. I think some people just have very specific sensory issue...
by Omnifarious
Sun Dec 01, 2019 8:12 pm
Forum: Implemented mod requests
Topic: Limit trains routed to a stop
Replies: 6
Views: 2449

Limit trains routed to a stop

There is fundamental functionality that I feel is missing in Factorio that (given my very limited knowledge of the game internals) seems like it wouldn't be too hard to implement. This missing functionality results in mods that I think do too much (Train Supply Manager and Logistics Train Network) o...

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