Search found 278 matches

by credomane
Wed Feb 27, 2019 4:26 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.1] Alerts about destroyed trees in tutorial
Replies: 7
Views: 4116

[abregado][0.17.1] Alerts about destroyed trees in tutorial

It would seem that I the player receive alerts if the biters kill trees or compileatron "attacks" a biter. Biters killed a tree.png Somewhere in that forest the biters killed a tree and I got an alert for it. compileatron attacking a biter.png Got a wave of biters just as the cut scene tri...
by credomane
Tue Feb 26, 2019 6:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] CTD when pressing 'X' in tutorial: "InputHandlerAllegro::processRotateActiveQuickBars"
Replies: 9
Views: 3068

Re: [0.17.0] Shooting the tutorial bot causes a crash

I'm curious if no gun and ammo is the true issue and pressing "C" to force shoot anything will cause a crash.

Can't test for another 8-ish hours.
by credomane
Tue Feb 26, 2019 5:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Error on start, file missing
Replies: 13
Views: 4968

Re: [0.17.0] Error on start, file missing

I doubt logs are gonna help any. The "beta" and "demo" campaigns no longer exist in 0.17. It seems like the factorio's internal-updater is not fully removing them. Resulting in the "beta" folder still existing after the update to 0.17 but the "description.json"...
by credomane
Thu Oct 11, 2018 12:47 pm
Forum: Modding interface requests
Topic: copy_file() function.
Replies: 3
Views: 1211

Re: copy_file() function.

I don't want to copy files into the zip files. I want to copy files out . Copying files into the zip file or an unzip mod's folder would just be asking for deterministic problems. write_file("./something.lua", data); copy the file back into the mod then include it. That is just asking for ...
by credomane
Wed Oct 10, 2018 9:17 pm
Forum: Modding interface requests
Topic: copy_file() function.
Replies: 3
Views: 1211

copy_file() function.

We have write_file() that let mod authors write a string to a output file and we have remove_path that lets us delete a file/directory. I know devs are against read_file for deterministic reasons and I'm completely ok with that but can we get a copy_file function? To keep determinism working the fun...
by credomane
Wed Aug 29, 2018 2:04 pm
Forum: Modding help
Topic: Map Pin API?
Replies: 2
Views: 1297

Re: Map Pin API?

I forgot about this post over the weekend. Oops. They are called chart tags Thanks! I tried every word I could think of trying to search the entire documentation for these. Neither chart nor tags even came to mind as a possibility. Quick question. Note: The chunk must be charted for a tag to be vali...
by credomane
Fri Aug 24, 2018 5:37 pm
Forum: Modding help
Topic: Map Pin API?
Replies: 2
Views: 1297

Map Pin API?

Perhaps I'm just missing it but is there an API for accessing the Map pins? The feature originally came with 0.15 but I don't know if it was every exposed to the LUA API as I can't seem to find it anywhere in the API docs. I'm aware of the LuaPlayer alert api but that is per player only. I would ass...
by credomane
Wed Jun 13, 2018 1:37 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36155

Re: [MOD 0.16.x] MadClown01's Science

Today, bob updated his mods and deleted electrum. Angel's already updated to cover this changes, but i still have problems loading Clowns-Science. Like you said, Bob announced that electrum would be getting removed a while ago because nothing used it in his mods. Well, one of the solar panels did, ...
by credomane
Mon Jun 11, 2018 9:12 pm
Forum: Angels Mods
Topic: glass smelting recipe bug?
Replies: 6
Views: 2981

Re: glass smelting recipe bug?

I've brought this up several times since the Factorio 0.14.X days. Haven't doubled checked in a while but initially it was better to always direct smelt glass until you got advanced glass smelting three. Yeah, the third research. Before that you would actually lose a lot of glass compared to just di...
by credomane
Wed Apr 04, 2018 5:02 am
Forum: Not a bug
Topic: [Dominik][0.16.36] Logistic bots don't leave deconstructing port on their own
Replies: 4
Views: 1365

[Dominik][0.16.36] Logistic bots don't leave deconstructing port on their own

I've been playing the Reddit April Community map and I quickly noticed some oddities with marked-for-desconstruction roboports. I also tested in the vanilla sandbox scenario with all mods disabled to verify my findings. I think I remember a discussion on this before but I couldn't find it. So maybe ...
by credomane
Tue Mar 20, 2018 3:59 am
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 97533

Re: [MOD 0.14.x] Bottleneck

Because Bottleneck logistics requires bottleneck. And the author is probably to lazy to create his own forum post. But...but...This forum thread is created by trold the maintainer of Bottleneck. You are the maintainer of Bottleneck Logistics. Were you talking about yourself there? I'm confused. Any...
by credomane
Tue Mar 20, 2018 2:29 am
Forum: Resolved Problems and Bugs
Topic: [16.31] Oil Refinery
Replies: 5
Views: 2210

Re: [Version: 0.16.31] Oil Refinery

This was a side-effect of the change "Ingredients in recipes are automatically sorted." Indeed. Thanks for the report though - it's now changed in the next version of 0.16. so fluid inputs aren't sorted - only items. Oh good, so glad to hear it! "Gah! Darn it Water" was suddenly...
by credomane
Tue Mar 20, 2018 1:53 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch
Replies: 11
Views: 7915

Re: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch

steinio wrote:
solntcev wrote:Can this change recipe order of liquid ingredients?
All liquid inputs in modded game (Angels mods) changed places.
What? Oh please no.
This broke coal liquifaction in vanilla too! Steam and heavy oil suddenly swapped inputs. Everything else seems to be ok for now anyways.
by credomane
Mon Mar 19, 2018 5:28 am
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 29801

Re: Classes + Extra bodies

When I was looking through the code before I noticed that balanced it misspelled as ballanced. Forgot to mention it until I saw it in-game. Probably too late to correct the lua code but at least the locale value for "bob-class-ballanced" could be fixed. Also the capitalization of "Bob...
by credomane
Fri Mar 16, 2018 8:50 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 34446

Re: Friday Facts #234 - Office pictures

madpav3l wrote:15 landmines by my count

Edit
Spoiler image with landmine positons.
I can confirm. I cheated though. Loaded it into GIMP and did a quick Value Invert, Invert, Value Invert. The results.
by credomane
Thu Mar 15, 2018 9:41 pm
Forum: Bob's mods
Topic: Classes + Extra bodies
Replies: 58
Views: 29801

Re: Classes + Extra bodies

Just discovered you released this mod. Give me a few days to play around some. Though after an initial look over the code I do have some knee-jerk opinions that will either be confirmed or debunked with some actual play time. So don't take these opinions very seriously at all for now. The fighter cl...
by credomane
Tue Mar 13, 2018 6:10 pm
Forum: General discussion
Topic: Let's Talk about the Bitters A.I
Replies: 5
Views: 3010

Re: Let's Talk about the Bitters A.I

I remember reading a long time ago a suggestion about implementing some sort of insect AI to the bitters (mark dangerous territory by bitter death, increasing an area's pathfinding cost for bitters.), which i thought would be a great addition to the bitter behaviour, as would cause something akin t...
by credomane
Mon Mar 05, 2018 5:16 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383213

Re: Development and Discussion

I did some math for wire coils and found something odd. There is no material benefit from using copper wire coils or tined wired coils. You get the same amount of wire from it. The only benefit seems to be compaction on the belt, which makes it worth it on its own. But for solder coils you get twic...
by credomane
Tue Feb 27, 2018 3:53 am
Forum: Resolved Problems and Bugs
Topic: [16.26] Items stuck on belt
Replies: 6
Views: 2621

Re: Strange belt bug

I came to post something similar as well. Continuously rotating a belt will continue to compress a belt far beyond the normal limit. It was fun to play with. lol
by credomane
Mon Feb 19, 2018 5:39 am
Forum: Resolved Problems and Bugs
Topic: [0.16.24] Hotbar doesn't respond to non-default mouse button
Replies: 2
Views: 2591

[0.16.24] Hotbar doesn't respond to non-default mouse button

I discovered this by having my "Inventory Toggle Filter" key set to Mouse4 and inventory filtering works on everything EXCEPT the player hotbar. Not sure when this started exactly as I had just started a new game and found myself unable to filter my hotbar. Discovered the player inventory ...

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