Search found 270 matches

by Muppet9010
Tue Mar 12, 2019 12:01 am
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 41604

Re: Changelog tutorial

Something to add to your overview is that you can use spaces for indentation, but not tabs.
using tabs will cause the parsing to error with a generic error on the line.

Code: Select all

Failed to parse changelog for mod Zooming Out Screenshots: invalid changelog file, error on line 23.
by Muppet9010
Mon Mar 11, 2019 1:08 am
Forum: Mods
Topic: [MOD 0.16] Sisyphean Deliveries
Replies: 17
Views: 6604

Re: [MOD 0.16] Sisyphean Deliveries

I'll have a look and see if its simple enough to get the mod over to 0.17 as is.
Just to warn you it has a number of design and code flaws in the current version mainly around the smarts with multiple rocket silos and I haven't had the drive to fix it properly as I've stopped using the mod myself.
by Muppet9010
Fri Mar 08, 2019 1:35 am
Forum: Not a bug
Topic: [0.17.8]Walls built against cliffs don't update after cliffs removed
Replies: 3
Views: 530

[0.17.8]Walls built against cliffs don't update after cliffs removed

When you build a wall up to a cliff it does the nice join graphics. Seen here on the top wall. with cliff.PNG Once you blow up the cliff with cliff explosives the wall join graphics don't update to remove them. Seen here on the top wall. We'd expect the graphics of the wall to return to as if the cl...
by Muppet9010
Thu Mar 07, 2019 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.8] Train schedule of only itself multiple times crashs game
Replies: 1
Views: 1435

[kovarex] [0.17.8] Train schedule of only itself multiple times crashs game

When a train schedule has a single station multiple times and no conditions on the stations the game hard crashes. This can be seen in the save game. The train is all setup, just "play" the game from the editor time screen. If the train only has the same station a few times (2-4) the game ...
by Muppet9010
Thu Mar 07, 2019 1:47 am
Forum: Duplicates
Topic: [0.17.6] Trains at same named stations when disable leave early
Replies: 3
Views: 986

[0.17.6] Trains at same named stations when disable leave early

Standard Behavior When a single train is at a singleton station name and it is awaiting its condition to be met. If the station is disabled the train continues to await its condition before continuing its schedule. In effect meaning the station being disabled has no impact on the train. This seems ...
by Muppet9010
Tue Mar 05, 2019 5:12 pm
Forum: Duplicates
Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
Replies: 5
Views: 1156

Re: [0.17.0] Mod Sync disabled Base mod when joining MP game

My bug appears to be a duplicate of this now resolved bug.
viewtopic.php?t=66834
by Muppet9010
Tue Mar 05, 2019 11:42 am
Forum: Duplicates
Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
Replies: 5
Views: 1156

Re: [0.17.0] Mod Sync disabled Base mod when joining MP game

I have seen another player get this. https://cdn.discordapp.com/attachments/ ... nknown.png
They clicked Back to make no changes. Then tried to join the server again and connected without any issues.
by Muppet9010
Sat Mar 02, 2019 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0/17.4] Technology onhover modal loses focus on load/connecting gui
Replies: 1
Views: 1367

[Oxyd] [0/17.4] Technology onhover modal loses focus on load/connecting gui

When you are in the research screen and are hovering over a technology the information modal for that technology appears as seen in the right half of the image. All as expected here. When a loading bar and message appears (i.e. the server does an autosave or a player starts to connect/dropped) the t...
by Muppet9010
Thu Feb 28, 2019 1:37 pm
Forum: Duplicates
Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
Replies: 5
Views: 1156

Re: [0.17.0] Mod Sync disabled Base mod when joining MP game

No, I am unable to reproduce it. I have tried deleting and messing with my mod-list.json in various ways and all scenarios so far are handled.
by Muppet9010
Wed Feb 27, 2019 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Expensive Recipe Assembing Machine 2 no steel
Replies: 2
Views: 6080

[0.17.1] Expensive Recipe Assembing Machine 2 no steel

There is no steel required at present for an Assembling Machine mk2 (asm2) in expensive mode, although the non-expensive mode does require it after the change.
by Muppet9010
Tue Feb 26, 2019 6:47 pm
Forum: Duplicates
Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
Replies: 5
Views: 1156

[0.17.0] Mod Sync disabled Base mod when joining MP game

I had a steam 0.16.51 version with no mods in the mod folder. I upgraded to 0.17.0 through steam. When I joined an MP game with no active mods the Mod Sync GUI appeared and said I had to disable Base mod to join. No other mods were shown as being present on my system or required. I did this to see w...
by Muppet9010
Tue Feb 12, 2019 7:11 pm
Forum: Modding interface requests
Topic: Updating localised texts using control bindings on their change
Replies: 2
Views: 560

Updating localised texts using control bindings on their change

At present, it seems if I use a custom-input key in a tooltip there isn't a way to detect when this key is changed so I can recreate the tooltips. If I have in my locale to do stuff press: __CONTROL__my-custom-key__ 1: mod has the custom-input default to CONTROL + M 2: on player join server create G...
by Muppet9010
Sun Feb 10, 2019 2:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Exploit to create scenario folders anywhere on client's file system
Replies: 5
Views: 956

Re: [0.16.51] Exploit to create scenario folders anywhere on client's file system

The end user impact was that a scenario file from the Redmew server (with their custom path) wasn't compatible with our server. Our server runs on a vanilla path and has a typical locked down access to the file structure outside of the factorio data folder. We would have thought that the scenario fi...
by Muppet9010
Tue Feb 05, 2019 1:43 pm
Forum: Mod portal Discussion
Topic: [Suggestions] Per-mod language flags/language awareness
Replies: 7
Views: 2619

Re: [Suggestions] Per-mod language flags/language awareness

Yes and that is what I have in my mod. However the mod portal page, FAQ ect is still either in one language or is duplicated in each language down its length. So while near unlimited native speakers can contribute localle files to the mod, the portal page will tend to be or maybe 2 languages at most...
by Muppet9010
Tue Feb 05, 2019 12:20 pm
Forum: Mod portal Discussion
Topic: [Suggestions] Per-mod language flags/language awareness
Replies: 7
Views: 2619

Re: [Suggestions] Per-mod language flags/language awareness

I have just had a discussion with someone wanting to make a foreign language version of my mod and this was the only piece missing in why a mod shouldn't be duplicated for each language.

At the moment you basically need to speak English to be able to search for mods.
by Muppet9010
Mon Feb 04, 2019 1:58 pm
Forum: Minor issues
Topic: [0.16.51] Items on belt static after removing modded item
Replies: 2
Views: 838

[0.16.51] Items on belt static after removing modded item

We found that our belt's items were static with gaps in after removing a mod that added an item present on that belt. https://gfycat.com/UnconsciousMadeupEel To Witness Issue load mod that added the charcoal item (fws_0.1.11): https://mods.factorio.com/download/fws/5bfafed8c1355d000b412b43 load save...
by Muppet9010
Sun Jan 20, 2019 7:02 pm
Forum: Implemented mod requests
Topic: Freeplay Scenario player joined message interface
Replies: 2
Views: 607

Freeplay Scenario player joined message interface

Can the Freeplay scenario control.lua include an interface/commands to disable the default new game behaviour, in the same manner as the silo script can be disabled. As this scenario is the default used by most servers it would be helpful for mods that use different win conditions or starting condit...
by Muppet9010
Fri Jan 18, 2019 2:14 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 54904

Re: Friday Facts #278 - The new quickbar

I don't think the ghost cursor should be disabled by default on the interface. Yes disable it during the early stages of the campaign, until it can be tutorialed and introduced to the player. But during free play the whole game should be unlocked and active. Same logic applies to research queue. The...

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