Search found 18 matches

by T-nm
Mon Apr 14, 2025 6:09 pm
Forum: Ideas and Suggestions
Topic: Add a separate recipe signal for heavy oil to lubricant
Replies: 1
Views: 200

Re: Add a separate recipe signal for heavy oil to lubricant

To me it feels more like a bug, since every recipe should in theory have a signal available. It would add a lot of signals, but it would also fix a lot of shortcomings when setting recipes.
by T-nm
Mon Apr 14, 2025 6:03 pm
Forum: Ideas and Suggestions
Topic: Map revelation size matching screen size
Replies: 3
Views: 212

Re: Map revelation size matching screen size

I also have a ultra-wide and it does feel weird to see uncovered fog of war, but I think the character's position is what determines what activates a new chunk.
by T-nm
Mon Apr 07, 2025 3:35 pm
Forum: Ideas and Suggestions
Topic: Allow to render a wider inventory view for wider monitors
Replies: 0
Views: 91

Allow to render a wider inventory view for wider monitors

When looking at large containers, such as legendary chests or even platforms, the menus shown don't seem very adapted. It would be an improvement to use the real-estate of most modern monitors, not using the horizontal space in this case feels unnatural.
Look at the requester menu at the bottom.
by T-nm
Mon Apr 07, 2025 3:11 pm
Forum: Not a bug
Topic: [2.0.43] Can't click behind fully grown yumako/jellynut tree.
Replies: 3
Views: 202

Re: [2.0.43] Can't click behind fully grown yumako/jellynut tree.

Could this be considered as an enhancement instead? I can't remember other cases in Factorio where an entity is blocked from being interacted with by another entity.
by T-nm
Mon Apr 07, 2025 12:00 am
Forum: Not a bug
Topic: [2.0.43] Can't click behind fully grown yumako/jellynut tree.
Replies: 3
Views: 202

[2.0.43] Can't click behind fully grown yumako/jellynut tree.

There's a scenario where a fully grown yumako and jellynut tree blocks the access of an another entity behind it, something that should not happen in my opinion. This doesn't happen with a nauvis tree.
I've set examples in the save game on nauvis and gleba surfaces, you can't click the chest behind ...
by T-nm
Sun Apr 06, 2025 7:16 pm
Forum: Implemented Suggestions
Topic: Remove high pitch sounds from Recyclers and Railgun Turrets
Replies: 3
Views: 1519

Re: Remove high pitch sounds from Recyclers and Railgun Turrets

I ended up making myself a mod to smooth out those sounds.
by T-nm
Sun Apr 06, 2025 4:07 pm
Forum: Implemented Suggestions
Topic: Remove high pitch sounds from Recyclers and Railgun Turrets
Replies: 3
Views: 1519

Remove high pitch sounds from Recyclers and Railgun Turrets

Currently the recyclers have in their sound animation loop a high-pitched noise, which is extremely unpleasant to listen to when looking at the base. I've attached the "recycler-loop.ogg" file.

The railgun turrets also have a high-pitched noise in most of the "railgun-turret-gunshot" audios, when ...
by T-nm
Sun Apr 06, 2025 12:48 am
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Rocket silo in manual mode does not launch if other silo is frozen
Replies: 3
Views: 1604

Re: [2.0.43] Rocket silo in manual mode does not launch if other silo is frozen

It depends which update you're referring to. The first report was from November, I've had the bug today on the version specified in the title.
There's also this report: 126779 for pre 2.0.40, but I can confirm I've been post 2.0.40 before even building those silos.
by T-nm
Sat Apr 05, 2025 6:50 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Rocket silo in manual mode does not launch if other silo is frozen
Replies: 3
Views: 1604

[2.0.43] Rocket silo in manual mode does not launch if other silo is frozen

Same bug as reported here: https://forums.factorio.com/viewtopic.php?p=667987

I'm not sure exactly of the steps to reproduce, but the save game is in a state where it's happening.
One thing is for sure, the frozen silos got frozen while other silos were full and ready to launch.
In the savegame you ...
by T-nm
Sat Apr 05, 2025 5:33 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.20] Platform is stuck in Aquilo orbit waiting for rocket to arrive, silo on Aquilo is frozen.
Replies: 3
Views: 1827

Re: [Genhis][2.0.20] Platform is stuck in Aquilo orbit waiting for rocket to arrive, silo on Aquilo is frozen.

I've had this bug recently, it can still happen. I had multiple rocket silos ready to launch on Aquilo, but since some of them were frozen, nothing was launching at all. Even though the platform had multiple "available in rocket silos".
by T-nm
Mon Mar 17, 2025 1:26 am
Forum: Ideas and Suggestions
Topic: Biolabs Animation Low Framerate
Replies: 6
Views: 773

Re: [2.0.21]Biolabs Animation Low Framerate

It's a very pretty building to look at and indeed the framerate of the spinning thing kind of hurts the eyes. The compromise sounds like a perfect solution.
by T-nm
Sat Nov 23, 2024 4:48 pm
Forum: Ideas and Suggestions
Topic: Name of interrupt stations should be editable
Replies: 5
Views: 624

Re: Name of interrupt stations should be editable

This is absolutely my biggest pet peeve right now. Every time you want to edit something related to a station name, you have to redo everything (especially if you have trains on the map already).
As an alternative, it would be a great addition to be able to copy the content of an interrupt (right ...
by T-nm
Wed Nov 20, 2024 2:23 pm
Forum: Duplicates
Topic: [2.0.20] Quality-shortcut not working when selecting fuel for train from remote view
Replies: 3
Views: 424

Re: [2.0.20] Quality-shortcut not working when selecting fuel for train from remote view

It looks like when there's a scrollbar, the hotkey just doesn't work, it will scroll instead.
It will do this on constant combinator value selection for example.
by T-nm
Sun Nov 10, 2024 6:29 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
Replies: 41
Views: 40832

Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation

Genhis wrote: Thu Nov 07, 2024 3:34 pm
yexiaorain wrote: Thu Nov 07, 2024 8:29 am same bug here.
...
game version 2.0.14-2
The fix is in the experimental version 2.0.15.
2.0.15-4 the bug can still happen and in order to get the collector to work I had to destroy almost everything that was in that spot before rebuilding it.
by T-nm
Mon Nov 04, 2024 10:34 pm
Forum: Combinator Creations
Topic: Crusher recipe swapping system without productivity progress bar loss
Replies: 8
Views: 5767

Re: Crusher recipe swapping system without productivity progress bar loss

Very nice!
A better version would be one that could split evenly different recipes among the available crushers, so you could add more crushers in line. I guess it would require each crusher to have a constant combinator and change the way we assign the decider.
Right now this version only supports ...
by T-nm
Fri Nov 01, 2024 6:36 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 50
Views: 97565

Re: Fuel consumption control for thrusters in Space Age

I respect it. I was working on a way to have fusion reactor, changing recipe on foundries, minimal crushers and collectors and railgun ammo production in a small form factor. I'm mostly interested in the circuit logic.
by T-nm
Fri Nov 01, 2024 5:37 pm
Forum: Combinator Creations
Topic: Simple way to prevent asteroid collector from overfilling
Replies: 23
Views: 15352

Re: Simple way to prevent asteroid collector from overfilling

You can set the value on the decider combinator with another variable from the same constant combinator so that it could be centralized elsewhere. With MBas' solution it is also simpler to understand what the logic does, in my opinion. Both solutions achieve the same result except yours allows ...
by T-nm
Thu Oct 31, 2024 5:47 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 50
Views: 97565

Re: Fuel consumption control for thrusters in Space Age

Interesting mechanics used there, do you mind sharing your bp of this ship?

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