Klonan

Klonan



12 Jan

Comment

Originally posted by becks0815

Which is strange. These projectiles can only be generated by firing an explosive shell using a cannon, and I have zero cannons built.

Found the history. It shows base 1.1.8, RampantArsenal 1.0.2 and RealisticFusionWeaponry as the only and last 3 Mods accessing it.

I will look into Rampart first

Projectiles can be creates by scripts directly, using surface.create_entity{}

Comment

Originally posted by becks0815

The entity listed when running the print command is explosive-cannon-projectile. Makes no sense, these are shells I produce somewhere in a factory, and I am sure the projectile type just ends on the list as last item by accident, and the rest is supressed.

Thats not how it works, the print is correct, some mod is creating lots of artillery projectiles somewhere

Comment

Originally posted by [deleted]

[deleted]

The output has some spam prevention, if the name is the same it will only print it once, instead of 3409 times

What is the random entity name? You can look it up in the prototype browser (CTRL + SHIFT + E in game), and 'Prototype history' should show which mods have added/touched the prototype.

Comment

Probably a mod making them and not destroying them when their time is up.

You can print their name with game.print(entity.name) and try to see which mod it might be


02 Jan

Comment

Its pretty easy, you can do something like this using a console command:

/c local string = "Index, X, Y" for k, spawner in pairs (game.surfaces[1].find_entities_filtered{type = "unit-spawner"}) do string = string.."\n"..k..", "..spawner.position.x..", "..spawner.position.y end game.write_file("positions.csv", string)

It will output a "positions.csv" in the script-output directory


31 Dec

Comment

If you can still log in to your Steam account, then it is possible to restore access to your Factorio account.

If you can't login to Steam, you have bigger problems, as eventually Steam will log you out.


28 Dec

Comment

I think there was a bug in 0.18/1.0, where it would not correctly trigger the nests, it should be fixed in 1.1, as well as the win condition being more strict


22 Dec

Comment

Originally posted by DMFan79

On my Corsair keyboard it doesn't work. Odd, because in Terraria it works perfectly...

Unfortunately Corsairs API was incompatible with our RGB implementation


20 Dec

Comment

hmm, maybe something like:

/c global.pvp.config.disabled_items = {}

That should enable all the items


04 Dec

Comment

Originally posted by vmainen

For the size of the update, it seems like this was quite critical and something that could not wait.

Yea, nearly 100 crashes on the "drag-building ghost electric poles" bug.


28 Nov

Comment

Originally posted by velit

Did the feature get pulled for 1.1?

Right, so in playtesting, we realised its really really annoying and horrible to copy trains with the CTRL + C, so we disabled it.

The removing them with the CUT, was not adjusted form 1.0.

Comment

Originally posted by Darkhogg

It's likely they left the build running overnight and someone just published it.

Otherwise, yes please, don't overwork, devs.

Actually, the whole deploy process only takes about 1 hour, and includes all the publishing and tweets etc.


27 Nov


20 Nov

Comment

Originally posted by rt-sp

are these come with 1.1 or mods?

No mods in this video


19 Nov

Comment

Originally posted by amunak

I already have 3 [toolbar] columns. I don’t use the 4th as it blocks the chat.

Oh right! Maybe you guys (/u/klonan) could look at that? Sounds like an easy fix.

...unless you rewrite the chat UI to adjust based on the toolbar / UI elements height or something. Which you will do because you are amazing and love to do things properly.

its already fixed for 1.1


18 Nov


13 Nov

Comment

Originally posted by massive-business

How about having the viewing bot movement a togglable feature on the map rather then through debug?

Added in 1.1

Comment

Originally posted by poosheck

  1. Please, pleeeaaaaseeee, make logistic tab an option we can turn on. Currently the UI is nice and clean beacause all of this mess is hidden. And having that as an optional thing won't hurt anyone.
  2. Belt spraying / belts in line - this absolutely should be a hotkey toggle, not an option hidden in menu. In options there should be a toggle to change which of those is the default, but both of them should be accessible in game at all times.
  1. is already an option

10 Nov

Comment

0.18 mods work in 1.0


07 Nov

Comment

Check your promotions tab for a key email, the humble receipt order ID is not a upgrade code.