Search found 129 matches

by EnigmaticAussie
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...
by EnigmaticAussie
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...
by EnigmaticAussie
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
by EnigmaticAussie
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
by EnigmaticAussie
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 ?
by EnigmaticAussie
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.
by EnigmaticAussie
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.
by EnigmaticAussie
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.
by EnigmaticAussie
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.
by EnigmaticAussie
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...
by EnigmaticAussie
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.
by EnigmaticAussie
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...
by EnigmaticAussie
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.
by EnigmaticAussie
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...
by EnigmaticAussie
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.
by EnigmaticAussie
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...
by EnigmaticAussie
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...
by EnigmaticAussie
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...
by EnigmaticAussie
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...

Go to advanced search