Search found 600 matches

by Xorimuth
Sun Jan 10, 2021 3:23 pm
Forum: Releases
Topic: Version 1.1.8
Replies: 26
Views: 21475

Re: Version 1.1.8

Awesome GUI! Suggestion: - Remember open tab and selected station/train. Maybe remember even scrollbar position. It is be useful for manage all stations one to one with same name. In this moment I want visit all my crude oil patchs and for every station I select second tab, scroll the scrollbar nam...
by Xorimuth
Sun Jan 10, 2021 3:24 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.8] Player cannot exit spidertron even when there is space nearby
Replies: 2
Views: 1314

[Rseding91] [1.1.8] Player cannot exit spidertron even when there is space nearby

This has been an issue since 1.0 but I just had a look at it in depth and realised just how bad it actually is. When the spidertron is on top of entities like cars, trains, assembling machines etc it often won't let you exit the Spidertron even when there is plenty of appropriate space nearby. I'm n...
by Xorimuth
Sun Jan 10, 2021 1:10 am
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 10426

Re: Mods must have a banner-picture

If you think about it, asking for updates isn't really ever useful. There's two main possible situations: The author is still actively playing/modding. In this case they are already aware that an update is needed because it broke on their own system. Which means the update will be released "wh...
by Xorimuth
Sat Jan 09, 2021 8:43 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
Replies: 14
Views: 3087

Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill

There’s also so little reason to put sorting on cargo wagons. 99.9% of the time a wagon has one type of material in it. The 0.1% is when you have a ‘building train’ in which case you probably specifically filter every slot exactly how you like, or you’ve switched to using spidertrons for that purpos...
by Xorimuth
Sat Jan 09, 2021 6:30 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
Replies: 14
Views: 3087

Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill

In case anyone is interested, my mod Spidertron Enhancements includes automatic spidertron inventory sorting. (Link in signature). It has no UPS impact because it only sorts the inventories when you open them or manually place items in them.
by Xorimuth
Fri Jan 08, 2021 5:06 pm
Forum: Technical Help
Topic: Lost blueprints after version rollback
Replies: 18
Views: 4875

Re: Version 1.1.8

I have just had a horrifying realisation... With this new update being broken, I reverted back to 1.1.6 to hopefully be able to finish a months long project... But all my BP's have been erased. ALLL OFF THEM!!!!!!!!! Hundreds of hours of work just.... gone. The series I was doing on YT for over a y...
by Xorimuth
Fri Jan 08, 2021 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Using hotkeys while dragging power poles does not place item
Replies: 5
Views: 2317

Re: [1.1.8] Using hotkeys while dragging power poles does not place item

The same thing is observed when you are dragging belts, then move your mouse away from the belt line, and then rotate the belt. The (line of) belt will only be placed once you've moved your mouse by a tile.
by Xorimuth
Fri Jan 08, 2021 1:25 am
Forum: Not a bug
Topic: [1.1.8] Hovering over train number in train GUI station list doesn't select station
Replies: 2
Views: 393

[1.1.8] Hovering over train number in train GUI station list doesn't select station

Minor visual issue with new the train GUI: In the station list of the train GUI you have the station names and a number (which is the number of stations). If you hover over the station name or any other part of that item it goes yellow. If you move your mouse to the number, it becomes unselected. It...
by Xorimuth
Thu Jan 07, 2021 2:35 pm
Forum: Translations
Topic: [1.1.7] New/renamed option is not translated
Replies: 3
Views: 1789

Re: [1.1.7] New/renamed option is not translated

That's not a bug. It has been translated (https://crowdin.com/translate/factorio/ ... ue=0#44606) and will be included with the next version of factorio.

Blame the build/translation process if you like, but that's just how its done.
by Xorimuth
Thu Jan 07, 2021 2:28 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.7] Pressing E in mod changelog behaves unexpectedly
Replies: 1
Views: 1229

[Rseding91] [1.1.7] Pressing E in mod changelog behaves unexpectedly

From the mod manager click on a mod changelog. Press "Confirm" or Escape and it behaves correctly, but press E and it exits straight to the main menu, whereas it should presumably behave the same as "Confirm" or Escape. This also means that if you enable or disable a mod, then go...
by Xorimuth
Thu Jan 07, 2021 1:30 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 17089

Re: Version 1.1.7

I think that you forgot your train stop colour change from the changelog: viewtopic.php?f=66&t=79681 (great addition btw!)
by Xorimuth
Thu Jan 07, 2021 3:16 am
Forum: Mod portal Discussion
Topic: Mods must have a banner-picture
Replies: 53
Views: 10426

Re: Mods must have a banner-picture

There is absolutely nothing wrong with it. It is - according to the newest ui-research - a (small) problem. Indeed it is a 'problem'. Thumbnails are usually helpful and a good thing... but it is the mod owner's problem, who have evidently not decided to provide a thumbnail for one reason or another...
by Xorimuth
Wed Jan 06, 2021 7:58 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 108628

Re: Version 1.1.0

Sorry, but at this point I consider it a (minor) failure in the development. We have already 6 other releases after 1.1.0 - but 1.1.0 is still not in production branch (1,5month after release into experimental). And when I reported a potential bug recently, I was asked whether it is the same in 1.1...
by Xorimuth
Wed Jan 06, 2021 4:26 pm
Forum: Minor issues
Topic: [Twinsen][1.0.0] Rounding discrepancy in production
Replies: 7
Views: 2066

Re: [1.0.0] Rounding discrepancy in production

Can you reproduce this in 1.1.6? Sorry, no, I'm running production. But you can test, that's not how bug reporting works. if you want the issue fixed you should test it - it's your issue, after all. if you don't want it fixed then you should just ignore what they asked you for. all bugfixes go into...
by Xorimuth
Wed Jan 06, 2021 2:03 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 108628

Re: Version 1.1.0

Sorry, but at this point I consider it a (minor) failure in the development. We have already 6 other releases after 1.1.0 - but 1.1.0 is still not in production branch (1,5month after release into experimental). And when I reported a potential bug recently, I was asked whether it is the same in 1.1...
by Xorimuth
Tue Jan 05, 2021 9:25 pm
Forum: Modding help
Topic: How to access temporary BP in player's hand?
Replies: 5
Views: 1285

Re: How to access temporary BP in player's hand?

I'm sure more knowledgeable people can post here and confirm, but I'm pretty sure that you simply cannot do what you are trying to do anymore. The blueprint library is completely off-limit to mods.
by Xorimuth
Tue Jan 05, 2021 5:55 pm
Forum: Implemented mod requests
Topic: Set spidertron body orientation
Replies: 2
Views: 706

Re: Set spidertron body orientation

Brilliant! Hopefully I won't be waiting as long for this release as I had to for all the 1.1.0 implemented mod requests :lol:
by Xorimuth
Tue Jan 05, 2021 5:33 pm
Forum: Not a bug
Topic: [1.1.6] Spidertron leg collision boxes cannot be turned off
Replies: 2
Views: 317

Re: [1.1.6] Spidertron leg collision boxes cannot be turned off

Thanks very much. Setting the legs' collision masks to `{}` fixed the problem.
by Xorimuth
Tue Jan 05, 2021 5:12 pm
Forum: Not a bug
Topic: [1.1.6] Spidertron leg collision boxes cannot be turned off
Replies: 2
Views: 317

[1.1.6] Spidertron leg collision boxes cannot be turned off

To reproduce, set the spidertron leg collision boxes to `nil` at https://github.com/wube/factorio-data/b ... es.lua#L84.

They disappear from the `show-collision-rectangles` debug view but you can still crash into the legs with eg a car.

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