Agreed, but a spec is worth an infinity of example blueprints.Illiander42 wrote: ↑Tue Mar 05, 2024 3:54 pm+1 for getting examples of the new blueprint formatting before release.
Search found 470 matches
- Tue Mar 05, 2024 5:44 pm
- Forum: Ideas and Suggestions
- Topic: record Planet names inside blueprints
- Replies: 5
- Views: 277
Re: record Planet names inside blueprints
- Sun Mar 03, 2024 1:58 am
- Forum: Ideas and Suggestions
- Topic: Player Logistics
- Replies: 5
- Views: 287
Re: Player Logistics
I would like to propose a new way to deal with the player's logistical requests. Could an identical copy of the crafting window be made? where each item would appear as it is investigated and would be set to (0 - infinity) by default. The catch is that the crafting window shows things you can (poss...
- Fri Feb 23, 2024 7:29 am
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 7
- Views: 564
Re: [1.1.104] Priority Splitter producing gaps with full input
You seem to expect that splitters move items from the left lane to the right lane, if the left lane isn't full and the right lane is. I think you have misunderstood. The unexpected behaviour is that the right lane of the splitter's right input has no gaps, but the right lane of its prioritised (lef...
- Thu Feb 08, 2024 4:41 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 254
Re: Print resistances of all enemy types
There's also --dump-data (see Command line parameters ). Definitely useful in general, but dumping all of data.raw seems a bit excessive in this particular case where the OP is interested only in one particular property of a subset of the game's prototypes. I agree it is overkill, but the output wi...
- Thu Feb 08, 2024 3:45 pm
- Forum: Modding help
- Topic: Print resistances of all enemy types
- Replies: 5
- Views: 254
Re: Print resistances of all enemy types
Instrument mode allows an instrument-after-data.lua that is guaranteed to run last.
There's also --dump-data (see Command line parameters).
- Wed Feb 07, 2024 4:07 pm
- Forum: Technical Help
- Topic: Computer freezes when playing Factorio
- Replies: 24
- Views: 1017
Re: Computer freezes when playing Factorio
And any game is a program, and since it's a program, it can cause hangups, burnouts, and anything in the computer, you don't have to tell me it's just a game they can't do it, it sounds stupid. Some games burn computers to embers.!!! No; insufficient cooling aside (and sometimes even in that case) ...
- Sun Feb 04, 2024 6:33 pm
- Forum: Minor issues
- Topic: [1.1.101] Gap showing up out of nowhere on compressed belt
- Replies: 3
- Views: 273
Re: [1.1.101] Gap showing up out of nowhere on compressed belt
This is unfortunately how extremely long transport belts end up working. The game can only merge so many in a row before it hits the internal limit and splits the lines. When they get split the game tries to update the 'front' line first but that doesn't always work. You can work around this by for...
- Sat Feb 03, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: copy/paste individual wait conditions between stations within one schedule
- Replies: 1
- Views: 122
- Tue Jan 30, 2024 1:17 pm
- Forum: Bug Reports
- Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
- Replies: 3
- Views: 301
Re: [1.1.103]Reselecting rail blueprint shifts global grid position, persists after cancelling edit
Re-selecting the content of some rail blueprints shifts the global grid set in the blueprint by 2 tiles (can be X, Y, or both). This change even persists when cancelling the edit via ESC or the [X] button in the blueprint editor window. The second part is a duplicate of [0.18.38] "Select new c...
- Mon Jan 29, 2024 7:39 am
- Forum: Ideas and Suggestions
- Topic: Persistent trains dialog box
- Replies: 3
- Views: 243
Re: Persistent trains dialog box
The state of the trains dialog box should persist when the dialog is closed and reopened. Related: Back button on Trains interface As I wrote in that thread and you have described too, the underlying issue is that the current behaviour leads to tiresome repeated navigation. I think the train overvi...
- Sun Jan 28, 2024 9:14 am
- Forum: Balancing
- Topic: Blue Science Crafting Time
- Replies: 11
- Views: 1001
Re: Blue Science Crafting Time
Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Just cut the craft time in half to make it in-line with the rest. Time is not the only component of a recipe. Can't have a 1.5 red circuit in a recipe, so the recipe's overall balance would have to ...
- Fri Jan 26, 2024 10:15 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 434
Re: [1.1.101] Crash loading save, force.getIndex() check fails
I rather doubt it helps now but the previous log is also retained (factorio-previous.log). I think you've provided all you can and will have to see what the devs make of it.rudyauction509 wrote: ↑Fri Jan 26, 2024 8:51 amI don’t, I assumed it was a simple one-time glitch and reloaded before checking which cleared the log.
- Fri Jan 26, 2024 7:29 am
- Forum: 1 / 0 magic
- Topic: [1.1.101] (UPDATE - FIXED IT) Crash loading save, force.getIndex() check fails
- Replies: 4
- Views: 434
Re: [1.1.101] Crashed after save, corrupted save AND all auto-saves
I take it you don't have the log from the first crash (during or just after saving)? Do all the autosaves produce the same stack trace? The simplest explanation I can think of is that the in-memory game state was corrupted before the oldest autosave, in a way that only shows up on load, and the firs...
- Wed Jan 24, 2024 10:59 pm
- Forum: Gameplay Help
- Topic: Robot Help
- Replies: 2
- Views: 257
Re: Robot Help
I have an early bot mod, and these bots lose power before even finishing one full trip. It's annoying. I even tried an infinite charge mod. They last about 10-15 seconds then stop. Only way to fix it is to pick up each bot manually(while picking up construction "ghosts" accidentally in th...
- Tue Jan 23, 2024 6:36 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 484
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's de...
- Sun Jan 21, 2024 4:44 pm
- Forum: Ideas and Suggestions
- Topic: An option to display input and output per 60 seconds
- Replies: 6
- Views: 306
Re: An option to display input and output per 60 seconds
Just started playing captain of industry and it is pretty neat to have an option to show production and resource usage in "per 60 seconds". It sounds like you are referring to the recipe information. The actual rates depend on the machine's crafting speed and module effects, so this only ...
- Sun Jan 21, 2024 1:59 pm
- Forum: Gameplay Help
- Topic: How to request correct train at stations that accept multiple types of goods
- Replies: 7
- Views: 409
Re: How to request correct train at stations that accept multiple types of goods
The short answer is that you can't, at least not without mods. True in the sense that it is highly unlikely that OP is able to. I had something more fundamental in mind: at least without mods, you can't control which train will succeed in reserving a stop that "opens" when there is more t...
- Sun Jan 21, 2024 7:14 am
- Forum: Gameplay Help
- Topic: How to request correct train at stations that accept multiple types of goods
- Replies: 7
- Views: 409
Re: How to request correct train at stations that accept multiple types of goods
I want to have 1 station that can accept oil or ammunition or maybe logistics bots (what is being accepted doesn't really matter). How can I request that an oil train will go to my remote base when the oil gets low but an ammunition train doesn't? The short answer is that you can't, at least not wi...
- Thu Jan 18, 2024 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Check map exchange string when overwriting a save
- Replies: 4
- Views: 277
Re: Check map exchange string when overwriting a save
The current UI is just bad: it tries to combine two actions in a way likely to lead to mistakes and data loss. Prompting for confirmation based on rules determining "this looks like a different save" misses a simpler solution of separating "save" (overwrite current file without c...
- Wed Jan 10, 2024 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 830
Re: Store bots inside roboport in blueprints
But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...