Search found 48 matches

by dockmeister
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...
by dockmeister
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...
by dockmeister
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 ...
by dockmeister
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...
by dockmeister
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 ...
by dockmeister
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...
by dockmeister
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...
by dockmeister
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...

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