Search found 11 matches
- Tue Feb 26, 2019 9:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] unexpected crash in early game
- Replies: 2
- Views: 1037
[0.17.0] unexpected crash in early game
What did you do? We just played at approx 10 players normally What happened? The game crashed in the 10-15 first minutes, we couldn't determine the origin of the crash experimentally, sorry What did you expect to happen instead? It might be obvious to you, but do it anyway! We just played normally
- Sat Jan 26, 2019 1:30 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
- Replies: 4
- Views: 3101
Re: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
True pikachu is right, just specifying the canonical version when creating aliases should be enough, this way you could even only specify the help string for a specific command once, for the canonical one Specifying the canonical as Add_command("canonical name", "help string", fu...
- Fri Jan 25, 2019 4:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
- Replies: 4
- Views: 3101
[Rseding91] [0.16.51] Autocompletion is not working properly for multiple commands having the same prefix
I'm making a mod making full use of the custom command system, so I registered a bunch of custom command with a unique prefix to avoid mod incompatibilities: universe-<command> When I try to autocomplete my commands though, only one is shown at first, universe-make-leader https://media.discordapp.ne...
- Fri Dec 07, 2018 12:58 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 33956
Re: Friday Facts #272 - Mod GUI
I agree with the above sentimebt, the major problem with the modding gui is not the way we can activate or deactivate them, it's the fact we need to manually create separate mods directories to keep a specific version of the same mods in separate modpacks. The mockup is sexy though, but auto depende...
- Tue Apr 17, 2018 7:57 pm
- Forum: Ideas and Suggestions
- Topic: Adding two new "each_red" and "each_green" input signal
- Replies: 1
- Views: 795
Adding two new "each_red" and "each_green" input signal
Hello, I'm struggling with a problem when building a micro controller in Factorio concerning array - to - array multiplications and divisions, Because I need each red signal to be assiciated to their equivalent green signal for it to work. Unfortunately there is only a each signal which combine the ...
- Tue Dec 19, 2017 8:12 pm
- Forum: Pending
- Topic: biters crashed during their assault
- Replies: 1
- Views: 947
biters crashed during their assault
0.16.04 the bters crashed dduring their asault just after breaking the wall of the north part of the base
- Thu Dec 14, 2017 2:04 am
- Forum: Bob's mods
- Topic: Why not do Bob's mods the right way?
- Replies: 24
- Views: 22672
Re: Why not do Bob's mods the right way?
Ooooh I remember seeing this tree for bob and angel which happen to show which product can be transformed to other product et caetera et catera: (warning it's big) https://i.imgur.com/2ipvCLr.png By itself it's monstruously complicated (as it should :D), but when you look at a specific product it ca...
- Thu Aug 10, 2017 10:17 pm
- Forum: Modding help
- Topic: Can't get to access to the area an entity is covering
- Replies: 3
- Views: 1456
Re: Can't get to access to the area an entity is covering
OMG I am so so so stupid, I tried Nexela approach before and got a nil because I used regular indexes instead of the x and y key values... Thanks to both of you for your quick and helpful answers, kudos to both of you! It works! :P Let's see if I can make biomes more interesting now! Edit: btw, than...
- Thu Aug 10, 2017 3:38 pm
- Forum: Modding help
- Topic: Can't get to access to the area an entity is covering
- Replies: 3
- Views: 1456
Can't get to access to the area an entity is covering
I need to access to the area tiles an entity will take when built, and I can't get to find a way to get the entity size in my event handler, I tried to use the collision_box property but it returns a () instead of a bounding_box, I also tried to use the tile_width and tile_height properties but cann...
- Wed Jul 12, 2017 5:48 pm
- Forum: Duplicates
- Topic: deadlocked blueprint transfer on this save
- Replies: 3
- Views: 1742
deadlocked blueprint transfer on this save
Hello, I might have found a bug, I can't replicate it unfortunately. We can't transfer any blueprint, the bug seems to have occured while multiple players transfered other players bp at the same time, and the deadlock is saved in the file, and we can't resume/restart any transfer when reloading the ...
- Mon May 15, 2017 11:23 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 160055
Re: Modular Extensible PnP Factory
Oy dee! thanks for sharing this design, I'm trying to tinker it a little but I'd also love a new link to your savefile to examine further your designs
Cheers fellow factorian
Cheers fellow factorian