This coud be related to my post .. viewtopic.php?f=7&t=80985
The ".working" property that sets the animation for the bots while busy appears to have been removed.
Search found 139 matches
- Fri Feb 07, 2020 11:50 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.4] Construction bot becomes invisible while repairing something
- Replies: 6
- Views: 4780
- Fri Feb 07, 2020 11:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.4] Construction bot becomes invisible while repairing something
- Replies: 6
- Views: 4780
[0.18.4] Construction Robot missing "working" property
Something changed for "Construction Robot" in 0.18.4 and the "working" property for RotatedAnimation has been removed.
I am told the WIKI is a little out of date, but in the 0.18.4 release notes there was no mention of this property being removed.
https://wiki.factorio.com/Prototype ...
I am told the WIKI is a little out of date, but in the 0.18.4 release notes there was no mention of this property being removed.
https://wiki.factorio.com/Prototype ...
- Thu Jan 30, 2020 7:48 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297302
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Yup 0.18.3 looks to be a good fix for deadlock loaders .. my modified version and test save now work as expected.
- Wed Jan 29, 2020 8:46 am
- Forum: Modding discussion
- Topic: How to create an empty map
- Replies: 2
- Views: 6375
Re: How to create an empty map
For an empty world I like this mod
https://mods.factorio.com/mod/lab-floor
Or you can go into `/editor` and in the surfaces tab and make similar changes there.
https://mods.factorio.com/mod/lab-floor
Or you can go into `/editor` and in the surfaces tab and make similar changes there.
- Tue Jan 28, 2020 8:58 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297302
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
posila in 0.18.2 has attempted to fix the migration of "loader" to "loader-1x1" so that the correct direction and roation is kept.
https://forums.factorio.com/viewtopic.php?p=476023
But I am getting some weird behaviour with the belts
-- the red box shows the belts on the output not joining to ...
https://forums.factorio.com/viewtopic.php?p=476023
But I am getting some weird behaviour with the belts
-- the red box shows the belts on the output not joining to ...
- Tue Jan 28, 2020 5:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
- Replies: 14
- Views: 8612
Re: [posila] [0.18.1] Migration of loader to loader-1x1 does not preserve loader_type
I have been working on deadlock loaders to get them to work, 0.18.2 appears to fix the direction of the loaders, but getting some oddness still
Screenshot_1.png
-- the red box shows the belts on the output not joining to their next section correctly
-- the green box shows the loaders are not ...
Screenshot_1.png
-- the red box shows the belts on the output not joining to their next section correctly
-- the green box shows the loaders are not ...
- Tue Jan 28, 2020 8:54 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297302
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
A few of us have been looking, but we found that the direction/rotation of the loaders gets messed up when loading a save from a 0.17 to 0.18.
I have started to look at a migration script to auto-correct the "direction/rotation".
I have started to look at a migration script to auto-correct the "direction/rotation".
- Wed Jan 22, 2020 8:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
- Replies: 1
- Views: 1562
Re: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
This appears to be fixed in 0.18
- Tue Jan 21, 2020 10:43 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 78304
Re: [MOD 0.16.x] Factorio Extended Plus
That was an in-game bug with "0.17" .. reported here viewtopic.php?f=182&t=79927
Within 0.18 this has been fixed and the research speed has been correctly displayed in the hover tool tips.
See examples
Within 0.18 this has been fixed and the research speed has been correctly displayed in the hover tool tips.
See examples
- Fri Jan 17, 2020 4:42 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 51089
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Personally I have never had any issues with my QNAP devices, and I have been using them for 5+ years.
One is in the garage as a backup target, the main one is in my office and I have it hosting a couple of virtual servers.
I wonder what grade of hard disks they were using, from what has been said ...
One is in the garage as a backup target, the main one is in my office and I have it hosting a couple of virtual servers.
I wonder what grade of hard disks they were using, from what has been said ...
- Fri Jan 10, 2020 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
- Replies: 1
- Views: 1562
[Twinsen] [0.17.79] LabPrototype::researchingSpeed not respected when showing speed in tooltip of lab entity
I was playing about with a mod to add some mk2/3 labs which would increase module slot and researching_speed per tier.
When I had a look in game the tooltips did not show the "researching_speed" effect, all I could see was the ingame bonus from research. If I look at the item in my inventory I can ...
When I had a look in game the tooltips did not show the "researching_speed" effect, all I could see was the ingame bonus from research. If I look at the item in my inventory I can ...
- Mon Jan 06, 2020 9:00 am
- Forum: Ideas and Requests For Mods
- Topic: How to make construction bots invincible?
- Replies: 5
- Views: 3719
Re: How to make construction bots invincible?
Not near factorio to test this currently, but this code snippet should work in the "data-final-fixes.lua" file.
local resistances = {"fire", "physical", "explosion", "acid", "impact", "laser"}
for _, bot in pairs(data.raw["construction-robot"]) do
bot.resistances = bot.resistances or {}
for ...
local resistances = {"fire", "physical", "explosion", "acid", "impact", "laser"}
for _, bot in pairs(data.raw["construction-robot"]) do
bot.resistances = bot.resistances or {}
for ...
- Mon Jan 06, 2020 8:42 am
- Forum: Ideas and Requests For Mods
- Topic: How to make construction bots invincible?
- Replies: 5
- Views: 3719
Re: How to make construction bots invincible?
Have you looked at .. https://mods.factorio.com/mod/Repair_Turret .. to support repairing your walls ?
You could also take a copy of .. https://mods.factorio.com/mod/fireproof-bots .. and edit the resistances in the file "data-final-fixes.lua"
If you want to stick with robots, look at the ...
You could also take a copy of .. https://mods.factorio.com/mod/fireproof-bots .. and edit the resistances in the file "data-final-fixes.lua"
If you want to stick with robots, look at the ...
- Thu Jan 02, 2020 10:15 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 184765
Re: [MOD 0.16.x]Factorio Extended 0.3.1
Have you tried using "Factorio Extended Plus" ?
You can find all the primary mods under https://mods.factorio.com/user/jimmyjon711
You can find all the primary mods under https://mods.factorio.com/user/jimmyjon711
- Sun Nov 24, 2019 3:29 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297302
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
My tentative plan for when we get the high res base game icons is to set up some kind of automated way to generate stacked images from a base image, which if that worked out I'd provide to mod developers who want a quick path to make stacked icons without fiddling pixel-by-pixel in an image ...
- Fri Nov 15, 2019 3:59 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 44300
Re: Friday Facts #321 - Countdown
Any significance to the date "25th September" ?
- Thu Nov 14, 2019 8:42 am
- Forum: Texture Packs
- Topic: Xmas Graphics
- Replies: 0
- Views: 3412
Xmas Graphics
Last year (Seeeno/Darkfrei) gave us https://mods.factorio.com/mod/xmas-feels. Darkfrei has updated the mod to be 0.17 compatible.
I am wondering if anyone can help out with graphics to increasing the scope of the mod. Here are some ideas :-
- Update the Christmas tree to have lights that change ...
I am wondering if anyone can help out with graphics to increasing the scope of the mod. Here are some ideas :-
- Update the Christmas tree to have lights that change ...
- Tue Nov 12, 2019 8:14 am
- Forum: Implemented Suggestions
- Topic: Pause Logistics Queues / Turn off logistic system requests
- Replies: 59
- Views: 26840
Re: Switch to deactivate character logistic requests
https://mods.factorio.com/mod/AutoTrash .. one of the options allows you to set a main network, where your logistics requests are sourced from
- Mon Nov 11, 2019 9:01 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 297302
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Deadlock loaders work without issue, the belt boxes have some support (Ingots can be stacked for example). You would have to use deadlock's public API in your own mod if you want to stack ores, as he didnt want to the ores stacked.
- Sun Nov 10, 2019 7:27 pm
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 38013
Re: [0.17.x] [Z] Adventure
The mod has gone AWOL .. last activity accoring to the profile is .. Mon Jun 17, 2019 6:57 pm