Search found 41 matches

by rollc_at
Mon Mar 03, 2025 4:26 pm
Forum: Pending
Topic: [2.0.32] Upgrade planners can't change the quality of some entities
Replies: 2
Views: 238

Re: [2.0.32] Upgrade planners can't change the quality of some entities

Oh, that makes complete sense now. I was in the editor building all kinds of BPs and I didn't have quality (or any of the other normal stuff) researched - it threw me off since I was already able to pick any item or quality. It's still a little unintuitive, but the editor is already so different ...
by rollc_at
Sun Mar 02, 2025 8:34 pm
Forum: Pending
Topic: [2.0.32] Upgrade planners can't change the quality of some entities
Replies: 2
Views: 238

[2.0.32] Upgrade planners can't change the quality of some entities

Tested version: 2.0.32 (build 81349 expansion, mac-arm64, standalone)

When creating a new upgrade planner, some entities that have tiers/variants (chests, inserters, belts, power poles, train signals, possibly more) will force the player to choose from a list of alternatives that excludes the ...
by rollc_at
Fri Feb 14, 2025 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.18] Right-clicking items in an inventory while in remote view can leave an "X" mark on an empty slot
Replies: 5
Views: 1585

Re: [Genhis][2.0.18] Right-clicking items in an inventory while in remote view can leave an "X" mark on an empty slot

Unfortunately I cannot confirm this as fully fixed in 2.0.32, as there seems to be an edge case.

I'm not exactly sure how I arrived there, but the steps were roughly:

Small logistic network (4 storage chests filled with random junk, only ~150 logistic bots, no construction bots)
Right-clicked a ...
by rollc_at
Wed Jan 01, 2025 6:28 pm
Forum: General discussion
Topic: Raspberry 5 headless server
Replies: 9
Views: 2664

Re: Raspberry 5 headless server

Also does anyone know better way to update the headless server than re-downloading it and unpacking it manually every time? Auto updater would be a +

Look into Docker, or more specifically: https://github.com/factoriotools/factorio-docker

I'm not sure what's the current story with running x86_64 ...
by rollc_at
Fri Dec 13, 2024 9:49 am
Forum: Releases
Topic: Version 2.0.25
Replies: 20
Views: 14084

Re: Version 2.0.25

Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.

Nice! This is going to be good for managing expansive BP book collections specific to each modpack (SE, K2, BZ, any combination of these, I3, etc). So when you hop into a modded game ...
by rollc_at
Fri Dec 13, 2024 9:32 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 240
Views: 193795

Re: Unofficial Factorio Troll/Griefer Database

I would like to report the user PODOLCHAK.

They attempted to deconstruct all of Nauvis (twice - first time we cancelled the decon before finding out who tried it).

I do not have the save/server logs as I do not have shell access.
by rollc_at
Fri Dec 13, 2024 9:26 am
Forum: Ideas and Suggestions
Topic: Admins allowed to force-undo for other players
Replies: 2
Views: 512

Re: Admins allowed to force-undo for other players

As someone who's had to deal with several griefers yesterday: YES for better "damage control" tools for server admins.

We had four admins in-game, but the only person with shell access to the box was unavailable, so we were faced with repairing significant damage and no means to revert. We probably ...
by rollc_at
Sun Nov 24, 2024 8:13 pm
Forum: Duplicates
Topic: Spidertron squads (or other vehicles) won't build using items in trash slots
Replies: 2
Views: 443

Re: Spidertron squads (or other vehicles) won't build using items in trash slots

Dang I swear I've looked for a related report!

But I guess the problem is now much more prominent with auto-trash and remote everything.
by rollc_at
Sun Nov 24, 2024 7:51 pm
Forum: Duplicates
Topic: Spidertron squads (or other vehicles) won't build using items in trash slots
Replies: 2
Views: 443

Spidertron squads (or other vehicles) won't build using items in trash slots

Tested version: 2.0.20 (build 80511 expansion, mac-arm64, standalone)
Mods: base, elevated-rails, quality, space-age

Setup: get two spidertrons with roboports, construction robots, and some power source; set up one to request some building materials (belts, inserters, chests, etc) and another with ...
by rollc_at
Sun Nov 24, 2024 1:28 pm
Forum: Ideas and Suggestions
Topic: Spidertron Rocket Launch Priority Targets, please Wube Master
Replies: 9
Views: 1772

Re: Spidertron Rocket Launch Priority Targets, please Wube Master

Nauvis : IMO this would make clearing the biter nests for future capture waaaayyy too easy. Currently probably the best strategy is to creep up with some power lines & laser turrets filtered for biters/spitters, take out the worms by rocket, and build a pattern of walls/pipes around each nest to ...
by rollc_at
Sat Nov 23, 2024 1:34 pm
Forum: Ideas and Suggestions
Topic: Lab/Biolad should have circuit control
Replies: 7
Views: 790

Re: Lab/Biolad should have circuit control

The point would be to stop producing the science packs in the first place. Which in itself is difficult. Since there is no ground to orbit and interplanetary communications I have to send uncommon wood from Nauvis to Gleba to stop science and an uncommon wooden chest to start science.


You can ...
by rollc_at
Fri Nov 22, 2024 9:16 am
Forum: Balancing
Topic: Restarting nutrients supply is a pain in the ass
Replies: 15
Views: 2923

Re: Restarting nutrients supply is a pain in the ass

No-one designs his factory to be a pain in the ass to reboot or cold-boot.
No-one designs their factory to be attacked by biters either. Nobody is telling you how to play the game. Any% speedrunners disable pollution spread, because it's allowed. You can change spoilage rate too.
by rollc_at
Fri Nov 22, 2024 9:07 am
Forum: Ideas and Suggestions
Topic: Lab/Biolad should have circuit control
Replies: 7
Views: 790

Re: Lab/Biolad should have circuit control


Except with freshness you do not want to put science packs on the belt that aren't needed. They would just spoil.


They start spoiling before they even become science packs, you can't stop spoilage, and you can't read spoilage% with a circuit. So where and how you keep them doesn't change it ...
by rollc_at
Thu Nov 21, 2024 4:15 pm
Forum: Combinator Creations
Topic: Efficient Bioflux Production
Replies: 6
Views: 10555

Re: Efficient Bioflux Production

I understand raw ressources are infinite on Gleba, but this approach ( "burn it all ") generate extra pollution , because spore are created when the trees are cut or at least "per tree".

No, the pollution (spores) output with this strategy is constant; what happens when you limit fruit production ...
by rollc_at
Thu Nov 21, 2024 2:31 pm
Forum: Ideas and Suggestions
Topic: Lab/Biolad should have circuit control
Replies: 7
Views: 790

Re: Lab/Biolad should have circuit control

Related: https://forums.factorio.com/viewtopic.php?t=117458 https://forums.factorio.com/viewtopic.php?t=116005

I would like to voice my support for this idea.

Some of this data could be obtained in a different manner, e.g. reading the belt/chest contents allows estimating how many science packs ...
by rollc_at
Thu Nov 21, 2024 2:18 pm
Forum: Ideas and Suggestions
Topic: Smart Splitters
Replies: 66
Views: 26588

Re: Circuit network connections for splitters

Adding my voice here, just saying that this would be a fantastic feature.

I can picture some interesting new use cases in Space Age, specifically:

- Controlling priority by circuit could allow gradual spillover, e.g. to avoid having too much spoilable cargo rotting on a dead-end belt (Gleba ...
by rollc_at
Thu Nov 21, 2024 1:53 pm
Forum: Balancing
Topic: Restarting nutrients supply is a pain in the ass
Replies: 15
Views: 2923

Re: Restarting nutrients supply is a pain in the ass

Restarting a late-game K2 base is also a major PITA - during a blackout you need 500MW to feed each fusion reactor, but you also need a tiny bit of power to run the offshore pumps to the backup nuclear reactor, hopefully you kept a stock of nuclear cells outside of your logistics network, etc. If ...
by rollc_at
Wed Nov 20, 2024 10:09 am
Forum: This Forum
Topic: Bug Report vs Technical Issue
Replies: 5
Views: 821

Re: Bug Report vs Technical Issue

In my opinion (I'm a random software dev), if you're unsure, don't bother with the distinction and just try to provide as much context for your problem as you're able to. Any kind of issue (bug or support) is still an issue, if you don't have the expertise to file it accordingly, leave it to the ...
by rollc_at
Wed Nov 20, 2024 9:53 am
Forum: Pending
Topic: [2.0.15] Setting too big UI scale renders game unusable
Replies: 6
Views: 1145

Re: [2.0.15] Setting too big UI scale renders game unusable

I remember running into this kind of issue for the first time when I was a kid messing with screen resolutions in Windows 95. In my opinion, some or all of these would be good solutions:

- A confirmation dialog with a time-out where the user is forced to actually click a button - if they can't see ...

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