Search found 48 matches
- Sat Mar 30, 2019 5:34 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58956
Re: [0.17] LTN Combinator
I frequently have stations that request fluids and provide items or vice versa. Saves a lot of rails and LTN stops. Before 0.17 this was the only good way to handle both fluids and items at the same station. So please try to support that too. You're right about that. You're not the first to request...
- Sun Mar 24, 2019 7:35 pm
- Forum: Modding interface requests
- Topic: GUI: TAB key stops working, if next element is hidden
- Replies: 0
- Views: 480
GUI: TAB key stops working, if next element is hidden
Hi, see picture below for the current behaviour. This might be more suitable as Bug report, but i wasn't sure. I've tried to build a workaround by defining tab as custom-input and managing the order myself. That doesn't work however, since Factorio is "consuming" the tab key, but only in t...
- Sat Mar 23, 2019 4:38 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58956
[0.17/0.18] LTN Combinator
LTN Combinator Adds a new type of Constant Combinators to the game. They come with a custom GUI to ease the control of LTN signals. All LTN Signals are supported. Which signals are visible can be adjusted in the "Mod Settings" menu. Any LTN signal placed in an output slot will be visible ...
- Sun Mar 17, 2019 8:50 pm
- Forum: Logistic Train Network
- Topic: Static configuration GUI for LTN stops
- Replies: 5
- Views: 1508
Re: Static configuration GUI for LTN stops
Would you be interested in such a GUI extension for LTN? Hi, mrvn: are you working on such a GUI? I started to make a custom combinator very similar to your idea. Below is a mockup. cheers https://share.mailbox.org/appsuite/api/files?action=document&folder=10&id=10%2F4&version=1&use...
- Sun Mar 17, 2019 4:50 pm
- Forum: Implemented mod requests
- Topic: Make agui::Filler available
- Replies: 0
- Views: 469
Make agui::Filler available
Hi, i would like to stay consistent with the vanilla gui style. There are a few cases where the default filler within a frame caption is not enough: - adding an On/Off radiogroup inside a frame header (like the constant combinator gui) - separating two buttons by a stretchable filler (like the load ...
- Fri Mar 15, 2019 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Please allow me to toggle a locomotive into "personal train" mode
- Replies: 11
- Views: 2902
Re: Please allow me to toggle a locomotive into "personal train" mode
Hi, let me shamelessly plug my mod here: https://mods.factorio.com/mod/QoL-TempStations. The mod switches any train into manual mode upon arriving at a temporary station. As for the other solutions: It is currently not possible to modify the wait condition on a temporary station because the API is n...
- Wed Mar 06, 2019 1:00 pm
- Forum: Modding interface requests
- Topic: TrainScheduleRecord support for unnamed (position/rail target) temporaries
- Replies: 1
- Views: 1090
Re: TrainScheduleRecord support for unnamed (position/rail target) temporaries
Hi, i would like to second this. I would like to set temporary station via lua. Also there is a field missing in "TrainScheduleRecord" on https://lua-api.factorio.com/latest/Concepts.html#TrainScheduleRecord. For temporary stations there is a third field available: temporary: a boolean, tr...
- Tue Feb 26, 2019 5:58 pm
- Forum: Duplicates
- Topic: [Oxyd] [0.17.0] Moving old blueprints to "Game Blueprints" causes crash (BlueprintShelf::addAt)
- Replies: 2
- Views: 753
[Oxyd] [0.17.0] Moving old blueprints to "Game Blueprints" causes crash (BlueprintShelf::addAt)
Hi, Steps to reproduce: 1. Pick a Blueprint created with v <= 0.16.51 out of the general blueprint book (right hand side) 2. Drop Blueprint in any slot on the toolbar 3. Drag Blueprint from toolbar into "Game Blueprints" (left hand side) -> crashlog below Notes: - does not happen when movi...