Search found 155 matches

by Trific
Fri Nov 01, 2024 11:05 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
Replies: 28
Views: 1955

Re: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)

Crash under MacOS 14.1.2 with Factorio 2.0.13. No mods used. I've just returned from vacation and have just upgraded to SpaceAge and started to play. No save as I didn't play long enough to generate an autosave :cry: I'm upgrading to Sequoia so hopefully that will fix the issue, but I include the lo...
by Trific
Fri Jul 26, 2024 11:11 pm
Forum: News
Topic: Friday Facts #421 - Optimizations 2.0
Replies: 109
Views: 22021

Re: Friday Facts #421 - Optimizations 2.0

With regard to the lighting array working on a space platform, I'd like to suggest a (not cheap) tiling option for all surfaces that would power things placed on it that draw no more than a lamp. It would have to either have a power source also placed on it contiguous with the tiles the entities dra...
by Trific
Mon Jul 08, 2024 2:42 am
Forum: Gameplay Help
Topic: How do I effectively feed all machines?
Replies: 6
Views: 746

Re: How do I effectively feed all machines?

MaxRateCalculator is quite old. I would suggest RateCalculator, which is more modern and better supported. https://mods.factorio.com/mod/RateCalculator
by Trific
Mon May 13, 2024 2:14 am
Forum: Ideas and Suggestions
Topic: Tile building Area MIN/MAX keybind
Replies: 5
Views: 574

Re: Tile building Area MIN/MAX keybind

Many people use shift or ctrl with the mouse wheel to quickly change tile building area.
by Trific
Mon May 13, 2024 2:12 am
Forum: Ideas and Suggestions
Topic: Global stats or universe to see other players
Replies: 5
Views: 739

Re: Global stats or universe to see other players

jackthesmack wrote: Sun May 12, 2024 1:34 pm Just like achievements, mods could disable it. Or mods could have their own seperate category
Most people play with mods, which is why the steam achievements stats are so borked.
by Trific
Mon May 06, 2024 3:46 pm
Forum: Ideas and Suggestions
Topic: A convenient turn
Replies: 10
Views: 1093

Re: A convenient turn

Not only that, those expensive mice are configurable so you can set the buttons to whatever you like (R, shift-R), on a per-app basis.
by Trific
Mon May 06, 2024 1:28 am
Forum: Ideas and Suggestions
Topic: New Research - Drone Charging Speed
Replies: 22
Views: 2589

Re: New Research - Drone Charging Speed

You can mine bots out of the air (right click them). Then they are taken into inventory and recharged instantly.
by Trific
Mon Apr 29, 2024 1:26 am
Forum: Ideas and Suggestions
Topic: Recursive use of Blueprint
Replies: 20
Views: 10079

Re: Recursive use of Blueprint

Oh, god, yes, please, please, please ascend Recursive Blueprints to vanilla.
by Trific
Wed Apr 17, 2024 10:37 am
Forum: Ideas and Suggestions
Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
Replies: 22
Views: 2386

Re: Increase non-stack inserter capacity from 3 to 4 because of stacking

Loewchen wrote: Tue Apr 16, 2024 7:12 pm
Only bonus #2 and #7 apply to non stack inserters, maxing them out at 3.
Oops, well my face is red. That explains some things, I've been thinking all along that non-stack inserters max out at 4.
by Trific
Tue Apr 16, 2024 7:01 pm
Forum: Ideas and Suggestions
Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
Replies: 22
Views: 2386

Re: Increase non-stack inserter capacity from 3 to 4 because of stacking

Erm, currently, the max "non-stack...er, non-bulk" inserter hand size is 4. The 3 is the bonus granted by the various levels of research, that is added to the base level of 1 hand size to get to four.

So, count this suggestion already implemented.
by Trific
Mon Mar 25, 2024 10:45 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 1233

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless. It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this ...
by Trific
Sat Mar 23, 2024 9:22 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 1233

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

Unfortunately the "add the text" form of the icon only appears to work in chat. Can't get it to work anywhere else.
by Trific
Sat Mar 23, 2024 8:05 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 1233

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

Can I +1000 this? The text should be localized according to the player viewing it (for multiplayer).

I tried out the solution that mrvn posted, and at least for map tags, it doesn't work. I'll be trying it on train stops when I get a chance, and will report back.
by Trific
Sat Mar 16, 2024 2:42 pm
Forum: Ideas and Suggestions
Topic: Filter inserters should allow using the items signal count as stack size
Replies: 9
Views: 1125

Re: Filter inserters should allow using the items signal count as stack size

NO, that's not what I want. The filters will be set by wire. The requested feature is just to have the filter inserter set it's stack size to the signal count of the item it's picking up. If you have the filters set by wire, and send the same set of signals to all the inserters, all of the stack fi...
by Trific
Sat Mar 16, 2024 6:55 am
Forum: Gameplay Help
Topic: How to avoid two trains to colide
Replies: 3
Views: 704

Re: How to avoid two trains to colide

Signals divide rail into blocks. If you hold a signal in your characters hand, it will show with the continuous colored lines where the blocks are. A train in automatic mode will never enter a block occupied by another train. The signal you have placed has divided the track that I can see into two b...
by Trific
Wed Mar 13, 2024 2:34 am
Forum: Ideas and Suggestions
Topic: Filter inserters should allow using the items signal count as stack size
Replies: 9
Views: 1125

Re: Filter inserters should allow using the items signal count as stack size

That doesn't limit the number of items you load or remove excess, doesn't handle balancing items between cargo wagons, doesn't handle the requested number of items not being divisible by the number of wagons, doesn't handle loading items with many inserters when you need many items but just one for...
by Trific
Sun Mar 10, 2024 10:58 pm
Forum: Ideas and Suggestions
Topic: Filter inserters should allow using the items signal count as stack size
Replies: 9
Views: 1125

Re: Filter inserters should allow using the items signal count as stack size

I agree that this should be a thing, but I disagree that the circuit logic is either complex or large (unless you consider 3 combinators large), nor does it require getting any timing right. You can use "anything, anything" on a decider combinator to pull out one signal from the "this...
by Trific
Mon Mar 04, 2024 2:39 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 4134

Re: Can trains ever crash into gates across tracks?

Interesting. The 'Wall D' stop on that screenshot is disabled by a circuit. Does that make a difference to pathing? No, as far as I know, any stop imposes a path penalty of 1000. I've never observed a train taking a sidecut through a disabled stop, even though I have tons that would be convenient t...
by Trific
Mon Mar 04, 2024 12:42 pm
Forum: Gameplay Help
Topic: Can trains ever crash into gates across tracks?
Replies: 25
Views: 4134

Re: Can trains ever crash into gates across tracks?

I have observed trains using stop free paths as a loop to avoid having to stop or slow down for a train crossing in front of them, but never a path that has a stop on it.
by Trific
Tue Feb 06, 2024 1:28 am
Forum: Gameplay Help
Topic: how do I set the traffic lights so that this train passes?
Replies: 4
Views: 890

Re: how do I set the traffic lights so that this train passes?

Keep in mind that trains follow the signals on their right side.

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