Hi,
Is it possible to opt-in for email notifications if someone post a new topic/reply in the discussion panel in the mod portal?
Or otherwise show a notification on the website itself.
Search found 196 matches
- Thu Sep 15, 2016 3:39 pm
- Forum: Mod portal Discussion
- Topic: Mods.factorio.com: Email notifications on post in discussion
- Replies: 4
- Views: 1690
- Fri Aug 19, 2016 1:58 pm
- Forum: Not a bug
- Topic: [0.13.17] large objects aren't placed on the specified pos
- Replies: 4
- Views: 1138
Re: [0.13.17] large objects aren't placed on the specified pos
Ah whoops. I'm an idiot xD. The entities were generated by a script that made the bounding box {0.4*size,0.4*size}, so at size 5, the bounding box is 4x4 instead of 4.5x4.5-ish that I intended.
- Fri Aug 19, 2016 11:08 am
- Forum: Not a bug
- Topic: [0.13.17] large objects aren't placed on the specified pos
- Replies: 4
- Views: 1138
Re: [0.13.17] large objects aren't placed on the specified pos
Because the way I implemented 'left_top'. Left_top isn't part of an area, but the position of the left_top most entity underneath the entity you see in the pictures. Since these entities are 1x1 in size, the position is given in {x+0.5,y+0.5} as this is the centre of the tile the entity. To correct ...
- Thu Aug 18, 2016 6:28 pm
- Forum: Not a bug
- Topic: [0.13.17] large objects aren't placed on the specified pos
- Replies: 4
- Views: 1138
[0.13.17] large objects aren't placed on the specified pos
Large object created by surface.create_entity{name="reactor-"..tostring(dx).."x"..tostring(dy), position={left_top.position.x + dx/2 -1/2, left_top.position.y + dy/2 -1/2}, force=force} aren't placed on the right position: local new_reactor = surface.create_entity{name="reac...
- Thu Aug 04, 2016 10:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13][(very) minor] Water graphic edges don't merge
- Replies: 2
- Views: 1267
[0.13][(very) minor] Water graphic edges don't merge
http://i.imgur.com/Oog6ffD.jpg On the tile edge between the top of the water tile and the grass tile is a hard egde. The graphics don't merge / flow over very well, almost as if the grass graphics were changed some day and the water edge graphics didn't update with it. http://imgur.com/r4IcdPw.jpg ...
- Tue Jul 26, 2016 11:32 am
- Forum: Pending
- Topic: [13.9] Peer disconnection not registered by server browser
- Replies: 8
- Views: 2124
Re: [13.9] [Pending] Peer disconnection not registered by server browser
Update: When removing the player limit I can join without problem. It seems that the server browser doesn't update properly, since when my friend just starts the hosting it also lists 0 player in game, even though he is already in there.
- Thu Jul 21, 2016 10:23 am
- Forum: Pending
- Topic: [13.9] Peer disconnection not registered by server browser
- Replies: 8
- Views: 2124
Re: [13.9] [Pending] Peer disconnection not registered by server browser
Every time. Some days I don't dc at all, but other days I can dc up to 4-5 times on an evening. This dc'ing is probably my internet, but every time I do, I can't reconnect because in the server browser it still lists me as in the game and player limit reached (because we set the player limit to 2 or...
- Wed Jul 20, 2016 8:56 pm
- Forum: Pending
- Topic: [13.9] Peer disconnection not registered by server browser
- Replies: 8
- Views: 2124
Re: [13.9] [Pending] Peer disconnect unnoticed by server/other players
Tried refreshing the browser manually (at least I hit the refresh button at the bottom) and still doesn't work. Still shows me in the game and the player limit reached. Also when pressing the ok button on the player limit pop up, factorio crashed. See log.
- Tue Jul 19, 2016 10:02 pm
- Forum: Pending
- Topic: [13.9] Peer disconnection not registered by server browser
- Replies: 8
- Views: 2124
Re: [13.9] Peer disconnect unnoticed by server/other players
Ofcourse.
Heres my log: Here's the log of the host: Host prev log is from another day, the 17th.
Heres my log: Here's the log of the host: Host prev log is from another day, the 17th.
- Tue Jul 19, 2016 6:57 pm
- Forum: Pending
- Topic: [13.9] Peer disconnection not registered by server browser
- Replies: 8
- Views: 2124
[13.9] Peer disconnection not registered by server browser
When I DC's from my friend's game, I am still listed as a player in his game. If the player limit is reached, it prevents me from connecting.
I don't know if it is relevant, but I mainly DC because my router craps out.
I don't know if it is relevant, but I mainly DC because my router craps out.
- Fri Jul 15, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Belt hoppers 1.0.2
- Replies: 33
- Views: 17901
Re: [MOD 0.12.x] Belt hoppers 1.0.2
Should I give up hope on this mod getting updated? May pre-.13 mega factory has a lot of this item and its gonna blow it up if I load it without this mod. :( I've been quite busy lately so I haven't had time to update the mods. Perhaps you can try inserting a line "factorio_version": &quo...
- Fri Jul 15, 2016 11:53 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120435
Re: [MOD 0.12.12+] Research queue 1.2.6
Hi there all, i"ve been very busy with work and college lately so I haven't had much time to work on this mod. A .13 version is comming, but I can't tell how soon.
- Tue Jun 14, 2016 10:19 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120435
Re: [MOD 0.12.12+] Research queue 1.2.6
Then i use your mod my game starts i don't now how to say 3 sec normal 1 sec frozen 3 sec normal 1 sec frozen .... till i have queued recipes then i don't research 60/60 no problem Yes, I've heard more people complain about that, but I don't have it on my machine. Mind posting a list of all the mod...
- Tue Jun 07, 2016 12:51 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15074
Re: [MOD 0.12.17+] Combat variations 0.1.1
Here you go. All turned off except stacked destroyer capsule. Combat-variations_0.1.1.zip Thanks for doing that. I did get an error though. Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value) I don't have access ...
- Mon Jun 06, 2016 10:21 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15074
Re: [MOD 0.12.17+] Combat variations 0.1.1
Here you go. All turned off except stacked destroyer capsule. Combat-variations_0.1.1.zip Thanks for doing that. I did get an error though. Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value) I don't have access ...
- Sun Jun 05, 2016 7:35 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120435
Re: [MOD 0.12.12+] Research queue 1.2.6
Is it possible to make the Research Queue window dragable like the inventory windows? With 6 toolbars, it's impossible to click on the up and down buttons. Sorry nope, for some reason the gui frames are locked to the top, left and center positions. Wait for the 0.13 update, I've got some features p...
- Sun Jun 05, 2016 12:31 am
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 79693
Re: Friday Facts #141 - Mod Portal
It's cool that you have a website for mods but wouldn't it be easier to enable steam workshop for this? Or at least alongside with this. The Workshop isnt really necessary since you can access the website a.k.a. Mod-Browser from within Factorio. Just using Workshop wouldnt allow people using the di...
- Fri Jun 03, 2016 11:29 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 79693
Re: Friday Facts #141 - Mod Portal
CHOO CHOO! All aboard the old train!
- Thu Jun 02, 2016 6:46 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120435
Re: [MOD 0.12.12+] Research queue 1.2.6
There seems to be a conflict with using the Test Mode mod's "Unlock all Tech" button when Research Queue is also installed: Error while running the event handler: __test- mod__/gui.lua:1092: Error while running the event handler: __research- queue__/functions/draw_grid.lua:78: Unknown sty...
- Tue May 31, 2016 9:00 pm
- Forum: Not a bug
- Topic: [0.12.35] area of event.on_chunk_generated is to big
- Replies: 3
- Views: 1066
Re: [0.12.35] area of event.on_chunk_generated is to big
Your command is wrong. You're iterating from 0 to 32 inclusive which is 33 tiles total: 1 too many on both the x and y direction. for x = 1,32 do is what you're looking for. yah, fair point. It was a bad example. To be more precise: The area of a chunk is bounded by (in math notation) x = [n*32, (n...