Search found 5116 matches

by Klonan
Mon Nov 27, 2023 8:37 am
Forum: Fixed for 2.0
Topic: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
Replies: 3
Views: 819

Re: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing

In 2.0 the wires are free, so this is fixed as the other players pointed out
by Klonan
Thu Nov 23, 2023 8:00 pm
Forum: Implemented in 2.0
Topic: Options for Tree & Rock Generation
Replies: 22
Views: 6298

Re: Options for Tree & Rock Generation

We added rocks control in 2.0, so I guess this is complete
factorio-run_BDc35JtfzV.jpg
factorio-run_BDc35JtfzV.jpg (638.11 KiB) Viewed 2161 times
by Klonan
Tue Nov 14, 2023 6:27 pm
Forum: Modding interface requests
Topic: Allow disabling spider vehicle autopilot path visualisation line width
Replies: 2
Views: 566

Re: Allow disabling spider vehicle autopilot path visualisation line width

There is no proper way to do it right now, as a workaround you can set the width to a very very small value (I tried 1 / 100000) and it won't be visible on the chart (A value of 0 makes the renderer call a specific drawLine function instead of the width one)
by Klonan
Sun Nov 05, 2023 10:43 am
Forum: Fixed for 2.0
Topic: [1.1.94] Filter frame has misalignment
Replies: 1
Views: 548

Re: [1.1.94] Filter frame has misalignment

Thanks for the report,

This is fixed in 2.0
by Klonan
Fri Nov 03, 2023 9:54 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 22919

Re: Comments on Deciders, possibly other entities

All combinators will have an optional description field in 2.0
https://factorio.com/blog/post/fff-382
by Klonan
Fri Nov 03, 2023 9:53 am
Forum: Implemented in 2.0
Topic: [1.1.91] Allow unselecting category in the ingame mod browser
Replies: 2
Views: 635

Re: [1.1.91] Allow unselecting category in the ingame mod browser

With refactorings and cleanups, we got this fixed in 2.0
by Klonan
Mon Oct 30, 2023 6:35 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 48147

Re: Friday Facts #382 - Logistic groups

why in Klonans example of a remote base has the passive supply chest have it's contents be multiplied by -2 in that network. Can someone explain what the purpose of doing that is vs just multiplying the signals by -1 and applying the constant combinator to that signal so if anything is below the am...
by Klonan
Sat Oct 21, 2023 7:15 pm
Forum: Mod portal Discussion
Topic: Increase 144x144 cap on mod portal thumbnails
Replies: 2
Views: 893

Re: Increase 144x144 cap on mod portal thumbnails

This appears to have been actioned, either since I posted the above or at some point in the last month, which was the previous time I uploaded a mod. I uploaded a mod yesterday and the mod portal uses the 288x288 thumbnail, and I can see that a couple of others uploaded on the same day also do the ...
by Klonan
Thu Oct 19, 2023 5:36 am
Forum: Not a bug
Topic: Unit entities created on an old mod prototype version have "cached" movement_speed
Replies: 1
Views: 582

Re: Unit entities created on an old mod prototype version have "cached" movement_speed

The speed of the unit is runtime read/write, you can set it to anything at runtime, the prototype just acts as the 'default max speed'
https://lua-api.factorio.com/latest/cla ... html#speed

You can write the speed in a migration to fix it up yourself if you want,
In short this isn't a bug
by Klonan
Fri Oct 06, 2023 11:35 am
Forum: Fixed for 2.0
Topic: [0.11.17] Shadow Angle Inconsistency
Replies: 4
Views: 14648

Re: [0.11.17] Shadow Angle Inconsistency

This is fixed in 2.0
by Klonan
Fri Oct 06, 2023 11:35 am
Forum: Fixed for 2.0
Topic: [0.17.9] (minor) Shadow of wire connection is weird
Replies: 12
Views: 10238

Re: [0.17.9] (minor) Shadow of wire connection is weird

This is fixed in 2.0
by Klonan
Thu Oct 05, 2023 12:20 pm
Forum: Technical Help
Topic: Unable to change Factorio username!
Replies: 7
Views: 19890

Re: Unable to change Factorio username!

Absolute legend. One question; what will happen to items I had in multiplayer servers after i change name? I changed my username and now all my items are gone. If you change your name your save game will see your new name as a new character. You can use a console command to swap your character back...
by Klonan
Fri Sep 22, 2023 1:02 pm
Forum: This Forum
Topic: Forum name change
Replies: 25
Views: 11539

Re: Forum name change

Engimage wrote:
Fri Sep 22, 2023 12:50 pm
Hi @Klonan,

Please change my forum username to

Code: Select all

Engimage
to match my Factorio username
Thank you in advance!
It is done
by Klonan
Fri Sep 22, 2023 12:57 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 227
Views: 65622

Re: Friday Facts #377 - New new rails

Love the tweaks to the rail system. Although it was workable before, there were definitely some odd quirks to it. Given the increase in curve size, would you mind sharing what a turnaround would look like? I would be very excited to see it become a smooth circle rather than the lumpy fella it is no...
by Klonan
Fri Sep 01, 2023 3:34 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 210
Views: 55048

Re: Friday Facts #374 - Smarter robots

With this new feature, we can set all the roboports near our resupply point to always have 100 logistic robots available. Once we arrive, our needs are serviced in record time, and afterwards you can see robots arriving to get the roboport back up to 100. In the example animation, it seemed the rob...
by Klonan
Sun Aug 27, 2023 9:32 am
Forum: Modding help
Topic: Modifying Vanilla Asset to inherit other prototype
Replies: 2
Views: 606

Re: Modifying Vanilla Asset to inherit other prototype

The way to do it, would be to make a new ammo turret from scratch which takes the flamer fuel, and then use the flamethrower graphics for it

The two types (ammo turret and fluid turret) have quite different logic and prototype definitions, it isn't simple to just change the type and have it all work.

Go to advanced search