Search found 278 matches
- 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: 4117
[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...
- 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: 3079
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.
Can't test for another 8-ish hours.
- Tue Feb 26, 2019 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Error on start, file missing
- Replies: 13
- Views: 4971
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"...
- Thu Oct 11, 2018 12:47 pm
- Forum: Modding interface requests
- Topic: copy_file() function.
- Replies: 3
- Views: 1213
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 ...
- Wed Oct 10, 2018 9:17 pm
- Forum: Modding interface requests
- Topic: copy_file() function.
- Replies: 3
- Views: 1213
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...
- Wed Aug 29, 2018 2:04 pm
- Forum: Modding help
- Topic: Map Pin API?
- Replies: 2
- Views: 1302
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...
- Fri Aug 24, 2018 5:37 pm
- Forum: Modding help
- Topic: Map Pin API?
- Replies: 2
- Views: 1302
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...
- Wed Jun 13, 2018 1:37 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36205
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, ...
- Mon Jun 11, 2018 9:12 pm
- Forum: Angels Mods
- Topic: glass smelting recipe bug?
- Replies: 6
- Views: 2985
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...
- 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: 1367
[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 ...
- Tue Mar 20, 2018 3:59 am
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 97600
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...
- Tue Mar 20, 2018 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: [16.31] Oil Refinery
- Replies: 5
- Views: 2214
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...
- 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: 7923
Re: [kovarex] [0.16.30] Assembly Machine 1 and 2 Tooltip Order Mismatch
This broke coal liquifaction in vanilla too! Steam and heavy oil suddenly swapped inputs. Everything else seems to be ok for now anyways.steinio wrote:What? Oh please no.solntcev wrote:Can this change recipe order of liquid ingredients?
All liquid inputs in modded game (Angels mods) changed places.
- Mon Mar 19, 2018 5:28 am
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 29865
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...
- Fri Mar 16, 2018 8:50 pm
- Forum: News
- Topic: Friday Facts #234 - Office pictures
- Replies: 79
- Views: 34605
- Thu Mar 15, 2018 9:41 pm
- Forum: Bob's mods
- Topic: Classes + Extra bodies
- Replies: 58
- Views: 29865
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...
- Tue Mar 13, 2018 6:10 pm
- Forum: General discussion
- Topic: Let's Talk about the Bitters A.I
- Replies: 5
- Views: 3016
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...
- Mon Mar 05, 2018 5:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384274
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...
- Tue Feb 27, 2018 3:53 am
- Forum: Resolved Problems and Bugs
- Topic: [16.26] Items stuck on belt
- Replies: 6
- Views: 2624
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
- 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: 2594
[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 ...