Search found 282 matches

by Raiguard
Fri Aug 14, 2020 4:02 pm
Forum: Ideas and Suggestions
Topic: [Editor] Wishlist of possible features for the editor
Replies: 22
Views: 1945

Re: [Editor] Wishlist of possible features for the editor

I wish I had noticed this before 1.0, but someone on the Discord pointed out to me that the resources editor doesn't have an "area" tool. I would like to request that this be added to bring it more in line with the tiles editor. Perhaps a paint bucket can be added as well, though that's less importa...
by Raiguard
Mon Aug 10, 2020 8:08 pm
Forum: Resolved Problems and Bugs
Topic: Shortcut "get-blueprint-item" action no longer works with capsules
Replies: 2
Views: 624

Re: Shortcut "get-blueprint-item" action no longer works with capsules

Since we don't want to make more changes to the game right before 1.0 release, I will add this change to the 1.1, that will come later. Edit: Its easy to work around, just set the shortcut to give a lua event instead, and then give the item with script Fair enough, it's a pretty easy workaround. Ma...
by Raiguard
Mon Aug 10, 2020 7:26 pm
Forum: Resolved Problems and Bugs
Topic: Shortcut "get-blueprint-item" action no longer works with capsules
Replies: 2
Views: 624

Shortcut "get-blueprint-item" action no longer works with capsules

My "Tapeline" mod adds a shortcut to get the capsule that it uses to draw tapes. To do this, I use the create-blueprint-item action type, and set the item_to_create to be the capsule. However, in a recent update (not sure when exactly it happened) that stopped working. When you click the shortcut, n...
by Raiguard
Thu Aug 06, 2020 6:13 pm
Forum: General discussion
Topic: Blueprint Library Feedback
Replies: 42
Views: 2932

Re: Blueprint Library Feedback

Let me share my perspective: The new library was immediately intuitive for me. The old one was confusing and needlessly complicated. The new one, though, behaves exactly like another inventory from the player's perspective. It's no different than moving a blueprint into a chest. Once you realize it'...
by Raiguard
Thu Aug 06, 2020 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library
Replies: 3
Views: 285

Re: Item prototype flag "only-in-cursor" does not block placing into the blueprint library

Unfortunately it still occurs with the new library. To reproduce: 1. Download Recipe Book (it requires the Factorio Library mod as well) 2. Open it with Control + B or by using the shortcut 3. Search for any recipe 4. Click one of the "made in" items to get a temporary blueprint 5. Place the bluepri...
by Raiguard
Fri Jul 31, 2020 9:25 pm
Forum: Modding interface requests
Topic: Allow mods to properly center a frame
Replies: 2
Views: 329

Re: Allow mods to properly center a frame

+1. This isn't usually a problem, but when you get something as large and complex as Factory Planner, it becomes very noticeable.
by Raiguard
Fri Jul 31, 2020 3:58 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 15469

Re: Friday Facts #356 - Blueprint library for real

I have seen surprisingly little discussion about the actual blueprint changes in this thread. Is that because until they are released it cannot be determined if the changes fix the fundamental problems of the existing blueprint UI or not? I am a total newcomer to the game, have been using 0.18.x. I...
by Raiguard
Sat Jul 25, 2020 3:53 am
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library
Replies: 3
Views: 285

[kovarex][0.18.46]Item prototype flag "only-in-cursor" does not block placing into the blueprint library

If you set the only-in-cursor flag on an item, it would stand to reason that you wouldn't be able to put it anywhere . However, even with that flag set, you can still place a blueprint in the blueprint library: 2020-07-24 21_52_09-Factorio 0.18.36.png If this is intended, then I would like to reques...
by Raiguard
Sun Jul 19, 2020 6:35 pm
Forum: Mod portal Discussion
Topic: Internal server error when viewing notifications
Replies: 4
Views: 359

Internal server error when viewing notifications

I was part of the discussion on the "Industrial Revolution 0.18" mod, as one of the ones telling the author to take it down. It appears that it has been taken down now, which is good. However, I had a notification for a reply on that mod's discussion page. That notification persisted after the mod w...
by Raiguard
Fri Jul 17, 2020 10:23 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 15469

Re: Friday Facts #356 - Blueprint library for real

THANK YOU KOVAREX. I appreciate your willingness to share your struggles with us. Overcoming mental struggles like that is no mean feat. And the blueprint library... it's amazing! It fixes so many issues, brings in many improvements, and looks really pretty. I am in love with it. Once again, thank y...
by Raiguard
Fri Jul 03, 2020 9:58 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey for blueprint string import
Replies: 8
Views: 347

Add a hotkey for blueprint string import

Since blueprint-related things have moved to the shortcut bar, that limits the amount of things you can have showing at once. I almost never actually use my shortcut bar, the only things I have showing are things that I want to know the toggled state of. I use hotkeys for almost everything there. Th...
by Raiguard
Fri Jun 05, 2020 5:49 pm
Forum: Modding interface requests
Topic: on_ticks_played event
Replies: 7
Views: 313

Re: on_ticks_played event

I would also like this event, this means I could make Tapeline work while the tick is paused.
by Raiguard
Thu Jun 04, 2020 3:30 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 21
Views: 1799

Re: screen.element.force_render_above() please?

To put it simply: I knew any mods which did that would break when I changed the game mechanics and decided that I just didn't care. What you were doing was never supported and never intended to stay working and the fact it broke when changing the logic for how base game does GUIs wasn't really an i...
by Raiguard
Wed Jun 03, 2020 2:20 am
Forum: Resolved Problems and Bugs
Topic: [0.18.29] Crash when clearing an infinity pipe filter
Replies: 1
Views: 483

[0.18.29] Crash when clearing an infinity pipe filter

Factorio crashes with a stack overflow exception when clearing an infinity pipe's filter.

That's it!

Simply place an infinity pipe, set a filter on it, then attempt to clear that filter by right-clicking the choose elem button. Badda bing, badda boom, you have a crash!
by Raiguard
Thu May 28, 2020 4:20 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 6170

Re: Version 0.18.28

FactorioBot wrote:
Thu May 28, 2020 4:13 pm
  • Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
  • Improved save/load performance of mod script data.
:o

This is amazing! Thank you for the speedup!
by Raiguard
Mon May 25, 2020 3:51 am
Forum: Not a bug
Topic: [0.18.26] Mining drills mine their last resource twice
Replies: 1
Views: 143

[0.18.26] Mining drills mine their last resource twice

I have been trying to figure out how mining drills work so I can accurately represent mining drill rates in my Rate Calculator mod. While experimenting, I discovered that whichever resource is at the end of the drill's "list" gets two sets of mining operations (mined 20 times instead of 10). Here is...
by Raiguard
Mon May 25, 2020 2:03 am
Forum: Not a bug
Topic: [0.18.26] Low resolution switch
Replies: 1
Views: 100

Re: [0.18.26] Low resolution switch

This isn't a bug, it just hasn't been updated to hi-res yet. Same with the beacon...
by Raiguard
Sun May 24, 2020 5:11 pm
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 15
Views: 2970

Re: [0.18] LTN Manager (ALPHA)

ghosty21292 wrote:
Sun May 24, 2020 10:50 am
is there a way to remove the mod without losing all LTN stations?
Removing this mod will not delete any of your stations. You have to remove actual LTN for that to happen.
by Raiguard
Sat May 23, 2020 9:58 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14841

Re: Friday Facts #348 - The final GUI update

It makes me sad that they are just polishing the game instead of adding new content and I cannot believe anybody actually asked for this. On they other hand Factorio is a great game I sunk 1,505 hours in and with mods it is still fun. Let's hope that just making it look nice boosts the sales and th...
by Raiguard
Fri May 22, 2020 4:31 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14841

Re: Friday Facts #348 - The final GUI update

Sad to hear that the blueprint library overhaul is delayed. It really is the low-hanging fruit of the game (besides the fluid mechanics). I hope that someone can find some time to make blueprint books nestable, and allow storing decon and upgrade planners in the library. No GUI changes necessary, ju...

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