Search found 600 matches
- Tue Jan 05, 2021 3:50 pm
- Forum: Implemented mod requests
- Topic: Set spidertron body orientation
- Replies: 2
- Views: 706
Set spidertron body orientation
Currently Spidertrons cannot have their orientation/direction set and their `supports_direction` is false. Whilst this make sense (spidertrons are complex entities!), it means that when you create them with `surface.create_entity` they are always in exactly the same position and orientation. I'd lik...
- Mon Jan 04, 2021 2:50 pm
- Forum: Technical Help
- Topic: Rocket silo stats not appearing
- Replies: 2
- Views: 609
Re: Rocket silo stats not appearing
It was removed in 1.1. If you need it back then you can either extrapolate from the "All time" space science produced in the production tab or install this mod: https://mods.factorio.com/mod/rocket-silo-stats (which looks much better than the old button anyway).
- Sun Jan 03, 2021 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Shift + E to open vehicle inventory
- Replies: 2
- Views: 561
Shift + E to open vehicle inventory
In 1.1 there are up to 2 buttons in the bottom left for opening inventories: one for the player's inventory and one for whichever vehicle you are driving in. You can, of course, press E to get to your own inventory but I'd like to propose the hotkey Shift + E to open the inventory for the vehicle. I...
- Sat Jan 02, 2021 10:35 pm
- Forum: Won't implement
- Topic: LuaControl.move_crafting(start_index, end_index, count)
- Replies: 2
- Views: 1049
Re: LuaControl.move_crafting(start_index, end_index, count)
And I'm guessing the reasoning behind not improving the crafting queue is because the intention is to encourage players to automate crafting and not handcraft everything.
- Sat Jan 02, 2021 12:53 pm
- Forum: Technical Help
- Topic: [1.1.6] Error on mac "factorio.app can’t be opened because Apple cannot check it for malicious software"
- Replies: 7
- Views: 1791
Re: [1.1.6] Error on mac "factorio.app can’t be opened because Apple cannot check it for malicious software"
Have you tried right click -> open. It somewhat bypasses security checks like this over double click.
- Thu Dec 24, 2020 2:35 am
- Forum: Minor issues
- Topic: [1.1.6] Connecting to server of different version gives generic error message
- Replies: 3
- Views: 1045
Re: [1.1.16] Incorrect Error message
I seem to remember running into the exact same issue and being confused as to whether the server was actually working or not. (I thought that my friend had sat up a 1.1.5 server but it was actually on 1.0).
- Mon Dec 21, 2020 2:50 pm
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 1651
Re: QOL: easy spidertron remote-selection
This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Thanks very much. I got there eventually and it is now in Spidertron Enhancements: https://...
- Sat Dec 19, 2020 9:50 pm
- Forum: Pending
- Topic: [1.1.6] Continue Button stuck on host
- Replies: 5
- Views: 1400
- Fri Dec 18, 2020 5:30 pm
- Forum: Won't fix.
- Topic: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
- Replies: 2
- Views: 1044
Re: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
The "fix" might be to just remove writing from the mod API. Please don't do that! I don't actually need to access the hand inside of blueprint books, it just came up because my mod was running a piece of code when it wasn't supposed to and I thought that it should be reported. Just a simp...
- Wed Dec 16, 2020 6:23 pm
- Forum: Won't fix.
- Topic: [1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
- Replies: 2
- Views: 1044
[1.1.6] LuaPlayer.hand_location does not account for blueprint book inventories
player.hand_location returns inventory :: defines.inventory slot :: uint If you access hand_location whilst holding a blueprint in the 3rd slot of a blueprint book in the players inventory then it will have inventory = 1, slot = 3. If you then write that same information back to player.hand_location...
- Wed Dec 16, 2020 4:59 pm
- Forum: Not a bug
- Topic: [1.1.6] Items do not show colour/other info in container tooltip
- Replies: 1
- Views: 309
[1.1.6] Items do not show colour/other info in container tooltip
- Create a spidertron with a colour, or connect a spidertron remote, or create a blueprint - Place in container - Hover over container - Observe icons in container tooltip have the default colour/icon This was fixed for items on the ground in 1.1 (https://factorio.com/blog/post/fff-362), so maybe th...
- Wed Dec 16, 2020 3:01 pm
- Forum: Ideas and Suggestions
- Topic: Shift-item ghost dissappears from cursor when personal robots place last item in inventory
- Replies: 6
- Views: 1471
Re: Shift-item ghost dissappears from cursor when personal robots place last item in inventory
And for anyone wondering, this mod seems to do what is been requested: https://mods.factorio.com/mod/CursorEnhancements
- Sat Dec 12, 2020 2:27 am
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 15019
Re: Version 1.1.4
That's actually a feature that I wrote for my Spidertron Engineer mod (https://mods.factorio.com/mod/SpidertronEngineer). Now that you've mentioned it here, I think that I might release that little bit as a standalone mod, without all the 'transform-the-player-into-a-spidertron' extra that the orig...
- Fri Dec 11, 2020 11:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.5] Minor - Continue button now always starts Hosted game
- Replies: 11
- Views: 4173
Re: [1.1.5] Minor - Continue button now always starts Hosted game
I'm also running into this issue on macOS with steam cloud sync blueprint library sync on.
- Thu Dec 10, 2020 11:52 am
- Forum: Minor issues
- Topic: [1.1.5] Spidertron remote control state not stored in save file
- Replies: 7
- Views: 1625
Re: [1.1.5] Spidertron remote control state not stored in save file
I can't replicate this bug in single player.
- Tue Dec 08, 2020 7:23 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.autopilot_waypoints to access spidertron waypoints
- Replies: 2
- Views: 894
Re: LuaEntity.autopilot_waypoints to access spidertron waypoints
Thanks very much!
- Mon Dec 07, 2020 1:05 pm
- Forum: Implemented mod requests
- Topic: LuaEntity.autopilot_waypoints to access spidertron waypoints
- Replies: 2
- Views: 894
LuaEntity.autopilot_waypoints to access spidertron waypoints
Currently there is only LuaEntity.autopilot_destination which returns a single position. This should really be a list of positions, or a separate autopilot_waypoints which returns a list of positions, one for each waypoint.
- Sat Dec 05, 2020 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.5] Spidertron Acid graphical misplacement
- Replies: 2
- Views: 776
Re: [1.1.5] Spidertron Acid graphical misplacement
Agreed. The acid moves with the spidertron, but it looks comically out of place, as if it is floating underneath it.
- Sat Dec 05, 2020 8:04 am
- Forum: Modding interface requests
- Topic: Get list of spidertrons following a certain spidertron
- Replies: 5
- Views: 987
Re: Get list of spidertrons following a certain spidertron
I personally would disagree with "prohibitively slow". Generally yes iterating all entities of a type on the surface is not the best idea, but think about the scale of the problem here. Iterating every transport belt would be prohibitively slow, as there are frequently thousands of those....
- Sat Dec 05, 2020 7:58 am
- Forum: Modding interface requests
- Topic: Get list of spidertrons following a certain spidertron
- Replies: 5
- Views: 987
Re: Get list of spidertrons following a certain spidertron
Thanks for the info. I went ahead and implemented my workaround, which should work reasonably well. If you want to see it, it is this commit: https://github.com/tburrows13/Spidertro ... 8346103152