Search found 129 matches
- Fri Apr 12, 2019 4:44 am
- Forum: Not a bug
- Topic: [0.17.28] Infinite tech research cost error
- Replies: 1
- Views: 544
[0.17.28] Infinite tech research cost error
Once infinite tech research hits level 62, the research costs sets to 1 for every level thereafter. https://media.discordapp.net/attachments/198104144391700490/566119842877538325/unknown.png?width=341&height=300 https://media.discordapp.net/attachments/198104144391700490/566119915279351810/unkno...
- Thu Apr 11, 2019 5:05 am
- Forum: Won't fix.
- Topic: [Dominik] [0.17.28] [Modding] Assembling Machine Fluidbox Discrepancies
- Replies: 4
- Views: 1668
[Dominik] [0.17.28] [Modding] Assembling Machine Fluidbox Discrepancies
Context: I was writing a mod which would allow fluid to be passed though assembling machines without the need for extra pipework around the sides. When adding more fluid_boxes to an entity of type assembling machine, setting the `production_type` on the fluid_box is limited to be input or output, it...
- Thu Apr 11, 2019 4:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.28] Full-screen black flicker
- Replies: 4
- Views: 2366
Re: [0.17.28] Full-screen black flicker
Update your graphics drivers.
It appears you are running the 388.13 version, which is now up to 419.67
https://www.nvidia.com/Download/driverR ... 5534/en-us
It appears you are running the 388.13 version, which is now up to 419.67
https://www.nvidia.com/Download/driverR ... 5534/en-us
- Thu Apr 11, 2019 4:10 am
- Forum: Not a bug
- Topic: In-game mod portal and version numbers
- Replies: 2
- Views: 1248
Re: In-game mod portal and version numbers
I think you may have had some latency, as it appears fine for me.
https://cdn.discordapp.com/attachments/ ... nknown.png
https://cdn.discordapp.com/attachments/ ... nknown.png
- Wed Apr 03, 2019 7:44 am
- Forum: Not a bug
- Topic: [0.17.23] Construction bots stuck floating in air
- Replies: 3
- Views: 1982
Re: [0.17.23] Construction bots stuck floating in air
Suggest not a bug, but intended feature.
The bots have no where to land ?
The bots have no where to land ?
- Wed Apr 03, 2019 7:41 am
- Forum: Not a bug
- Topic: [0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
- Replies: 2
- Views: 907
Re: [0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
Is there a ghost underneath the cliff which is marked for decon?
- Tue Mar 26, 2019 12:48 am
- Forum: Implemented mod requests
- Topic: on_corpse_spawned
- Replies: 7
- Views: 1668
Re: on_corpse_spawned
That would be cleverer.
Thanks.
Thanks.
- Sat Mar 23, 2019 5:53 am
- Forum: Implemented mod requests
- Topic: on_corpse_spawned
- Replies: 7
- Views: 1668
Re: on_corpse_spawned
Yes, unfortunately there is the softmod limitation in the implementation side of this current script.
All good, my current script works, I was simply hoping to streamline it a little.
All good, my current script works, I was simply hoping to streamline it a little.
- Fri Mar 22, 2019 1:01 am
- Forum: Implemented mod requests
- Topic: on_corpse_spawned
- Replies: 7
- Views: 1668
Re: on_corpse_spawned
I've written a corpse removal script for Redmew, some of their maps have an insane amount of biters, all of which end up with a corpse when they die.
I was hoping to interact with the corpse spawning, rather than on_entity_died.
I was hoping to interact with the corpse spawning, rather than on_entity_died.
- Thu Mar 21, 2019 2:29 pm
- Forum: Implemented mod requests
- Topic: on_corpse_spawned
- Replies: 7
- Views: 1668
on_corpse_spawned
Currently we have access to on_entity_died, but cannot access the corpse of the entity until after that function completes.
It would be ideal to be able to access on_corpse_spawned to be able to interact directly with the corpse entity/event itself.
It would be ideal to be able to access on_corpse_spawned to be able to interact directly with the corpse entity/event itself.
- Fri Mar 15, 2019 2:51 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.12] Rich Text RGB Colors
- Replies: 2
- Views: 2924
[wheybags][0.17.12] Rich Text RGB Colors
Elsewhere in the game, but most noteably the player color command - /color - RGB values are accepted as Hexadecimal noted values, eg. 255 255 255 Using the [color=R,G,B] rich text option, only RGB inputs are accepted. For example: [color=255,000,000] - Produces Black Text, where one would expect Red...
- Tue Mar 12, 2019 2:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Screen goes black when at full zoom and a gui is opened
- Replies: 3
- Views: 1387
Re: [0.17.9] Screen goes black when at full zoom and a gui is opened
Cheers - will try that and report back if it continues.
- Sat Mar 09, 2019 2:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.9] Screen goes black when at full zoom and a gui is opened
- Replies: 3
- Views: 1387
[0.17.9] Screen goes black when at full zoom and a gui is opened
As the title says, scroll out to max zoom, press e to open inventory, or b for blueprints. (also tested with map, chests, console and esc menu - they did not affect the display) Screen goes black/flashes from black to in view, UPS/FPS stays at 60/60. Closing the gui, or zooming in resolves the fault...
- Thu Mar 07, 2019 11:33 am
- Forum: Duplicates
- Topic: [0.17.6] GUI non-responsive
- Replies: 5
- Views: 1017
Re: [0.17.6] GUI non-responsive
Will do if it happens in my windows box.
- Thu Mar 07, 2019 5:31 am
- Forum: Duplicates
- Topic: [0.17.7] Quickbar Missing Hand Item
- Replies: 1
- Views: 461
[0.17.7] Quickbar Missing Hand Item
Steps to reproduce error: 1. Filter a slot on the quickbar (inserters in my case) 2. Open inventory, and select the inserters. 3. ... 4. Profit The quickbar slot does not have the "hand" item If you click the quickbar 2 hand items appear - one in the quick bar, one in the inventory. If you...
- Thu Mar 07, 2019 3:24 am
- Forum: Minor issues
- Topic: [0.17.7] keybinds for mods not holding when syncing mods with save
- Replies: 3
- Views: 936
[0.17.7] keybinds for mods not holding when syncing mods with save
Steps to reproduce:
Sync mods with save (attached), change key-binds for picker-dollies, save game, disable picker-dollies mod, sync mods with save, load game, binds are reset.
Sync mods with save (attached), change key-binds for picker-dollies, save game, disable picker-dollies mod, sync mods with save, load game, binds are reset.
- Wed Mar 06, 2019 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17] Mod bool settings change randomly
- Replies: 11
- Views: 3924
Re: [0.17] Mod bool settings change randomly
I have a reproducible test. It affects the settings for bottleneck, changing the colors of the dots from the default. Performing a full sync of mods with the attached save file should make bottleneck display with red, yellow and green dots. * https://cdn.discordapp.com/attachments/198104144391700490...
- Wed Mar 06, 2019 7:29 am
- Forum: Duplicates
- Topic: [0.17.6] GUI non-responsive
- Replies: 5
- Views: 1017
[0.17.6] GUI non-responsive
Not sure how I managed to break this one. Placed a bunch of power poles, opened a gui, added some coal to a miner - tried to use the inventory screen to pick out my new items, no response from game. Clicked a power pole - none of the filter buttons work (5s, 1m, 10m ...) Opened a Miner, cannot add m...
- Wed Mar 06, 2019 2:36 am
- Forum: Modding help
- Topic: autoplace_controls for new surface doesn't work
- Replies: 1
- Views: 602
Re: autoplace_controls for new surface doesn't work
I believe it's because they are numerical now, not strings. local rail_world_basic_settings = { autoplace_controls = { coal = { frequency = 0.33333333332999997, size = 3 }, ["copper-ore"] = { frequency = 0.33333333332999997, size = 3 }, ["crude-oil"] = { frequency = 0.33333333332...
- Wed Mar 06, 2019 1:01 am
- Forum: Modding help
- Topic: [0.17.4] tile_restriction not applicable to new ore generation
- Replies: 5
- Views: 1274
Re: [0.17.4] tile_restriction not applicable to new ore generation
You are adding the tile_restriction as a parameter to a method, not to the actual autplace. The method you are calling does not look for or set tile_restriction in the returned table. Ok, that makes more sense. When used correctly, and loaded into the game correctly, it works correctly: Do you have...