Search found 65 matches

by Yodo
Fri Jun 20, 2025 2:21 pm
Forum: Not a bug
Topic: [2.0.55] Malformed changelog causes 1 second freeze
Replies: 2
Views: 131

Re: [2.0.55] Malformed changelog causes 1 second freeze

Ah, disabling that hidden setting solved the freeze for me. Thanks!

I think I enabled it for mod testing, or maybe just because it seemed nice when I saw it. I'm not sure if there's anything to fix then (except mod's change-logs).
by Yodo
Fri Jun 20, 2025 1:41 pm
Forum: Not a bug
Topic: [2.0.55] Malformed changelog causes 1 second freeze
Replies: 2
Views: 131

[2.0.55] Malformed changelog causes 1 second freeze

Steps to reproduce:
0. Open Factorio 2.0.55
1. Go to the mod portal and click on a mod with an incorrectly formatted changelog: https://mods.factorio.com/mod/Testbenchcontrols for example (I have reported the issue to them)

What happens:
The game freezes for about 1 second, after which the mod info ...
by Yodo
Thu May 22, 2025 8:33 pm
Forum: Ideas and Suggestions
Topic: Compound Combinators (complex logic in a single building)
Replies: 11
Views: 5918

Re: Compound Combinators (complex logic in a single building)

Decider combinators can already perform compound operations since 2.0, so this is already partially implemented. I think it would be nice if Arithmetic combinators could also do this though, I think the UI of the decider combinator could be copied: instead of AND and OR on the left, have the ...
by Yodo
Thu May 22, 2025 8:24 pm
Forum: Ideas and Suggestions
Topic: Tanks shouldn't bump into spidertrons following them
Replies: 3
Views: 379

Re: Tanks shouldn't bump into spidertrons following them

There's not that many reasons to use a tank if you have already unlocked and built spidertron. The only reason I can think of is to avoid using the auto-aim of the spidertron, or in if you are low on certain ammo.

I think radar vision equipment is the way to go, it could be added to the game as a ...
by Yodo
Thu May 22, 2025 8:08 pm
Forum: Ideas and Suggestions
Topic: Improve disabled achievements dialog
Replies: 0
Views: 294

Improve disabled achievements dialog

TL;DR
Improve the confirmation dialog for disabled achievements.


What?
The new confirm dialog with the achievements disabled by the map settings, added in version 2.0.46, is quite useful, but hard to read at a glance.
afbeelding.png

I think something like the following would be nicer ...
by Yodo
Wed Jan 22, 2025 11:19 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 17531

Re: Flow Routers - UTU balancers without the balance

I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:
afbeelding.png
It also works with yellow belts as you can hopefully see.

I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
by Yodo
Wed Jan 22, 2025 4:31 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 1774

Re: Controlled Unbalanced Sushi Belts

Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading:

red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3

red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6

And with space-age's green turbo belts ...
by Yodo
Wed Jan 22, 2025 3:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 1774

Re: Controlled Unbalanced Sushi Belts

@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters.

Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
by Yodo
Tue Jan 21, 2025 12:38 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 2298

Re: Dynamically change trainstop names richtext icons with circuit signals


As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.


IIRC, either the assembler or the asteroid collector, I forgot ...
by Yodo
Sun Jan 19, 2025 8:20 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 17531

Re: Flow Routers - UTU balancers without the balance

Looking at @Scarab's construction method in the first post, I realized that the "potential LFRs" in my previous post are indeed lane flow routers.
They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane ...
by Yodo
Sat Jan 18, 2025 4:03 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 17531

Re: Flow Routers - UTU balancers without the balance

Hey @Scarab, thanks for your reply.

You're over engineering your LBs a little. You only need half the number of Lane balancers as there are belts, as long as you use both input sides of the lane balancer's splitter.

Sadly I am not making lane balancers (LBs), but lane flow routers (LFRs). I don ...
by Yodo
Mon Jan 13, 2025 10:17 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 22
Views: 17531

Re: (Lane) Flow Routers - TU balancers without the balance

To continue on my lane flow router (LFR) spree, I have made 4-4 and 6-6 LFRs, with resp. 2, 3 fewer splitters than the corresponding TU lane balancers (TU LBs)(book also contains my 2-2 LFR):
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB/3tIaR4tjUoq1tcGcthLMjOWvnp0V1V3VbH4x ...
by Yodo
Thu Jan 09, 2025 12:23 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 872

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

I found a workaround for the items running out: in Editor mode you have "infinity filters" where the logistics section usually is, and setting requests for items here will keep them in your inventory. But if the request is low, the item can still run out, but I haven't found any problems when ...
by Yodo
Sat Jan 04, 2025 3:02 pm
Forum: Not a bug
Topic: [2.0.28] Spidertron path line renders behind certain entities
Replies: 1
Views: 240

[2.0.28] Spidertron path line renders behind certain entities

The line that marks a Spidertron's path renders behind certain entities, making it hard to see, especially when zoomed in.

Affected entities:
- electric miner
- electric furnace
- accumulator

I think it probably happens with other entities as well, but it doesn't happen with solar panels. I think ...
by Yodo
Thu Jan 02, 2025 2:32 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 872

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

Ah, the entities tab in the Map editor window (top left by default) - I never used that that much. It does seem like it doesn't run out, but using that makes it a bit harder to access my upgrade/deconstruction planners and blueprints, as a lot of the usual keyboard shortcuts don't work anymore ...
by Yodo
Thu Jan 02, 2025 2:06 pm
Forum: Not a bug
Topic: [2.0.28] Signals in constant combinator with description not parametrizable
Replies: 5
Views: 828

Re: [2.0.28] Signals in constant combinator with description not parametrizable

Yep, I just realized the naming of the logistic sections was causing it. I was also trying to see if the name of the logistic section was parameterizable.
by Yodo
Thu Jan 02, 2025 2:02 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 872

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

I am using editor mode. I reproduced both behaviours it in a new world with "map editor" as well.

The difference between the two behaviours is that in the first, the item was never in the inventory, while in the second, it was, but it runs out. The second case can happen even if the player is ...
by Yodo
Thu Jan 02, 2025 1:56 pm
Forum: Not a bug
Topic: [2.0.28] Signals in constant combinator with description not parametrizable
Replies: 5
Views: 828

[2.0.28] Signals in constant combinator with description not parametrizable

Steps to reproduce:
1. Import one of the provided blueprints.
2. Open the blueprint editor and select parameterize.

What happens:

This blueprint only allows the item in the description to be paramerized:
0eNqtk91uwjAMhd/F1wmCQplaiSdBCKWtC9HSJDgpgqG++9zCyn6kSWPctY7P55Pk5AKFadGTthHyC+jS2QD5 ...
by Yodo
Thu Jan 02, 2025 1:33 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 872

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

Okay, is the following behaviour then a bug? (items running out in editor mode)
This is what caused me to notice the behaviour in my previous post.

Steps to reproduce:
1. Turn on instant blueprinting.
2. Add item to inventory and quickbar.
3. Build with the item until it runs out in your inventory ...
by Yodo
Thu Jan 02, 2025 12:44 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 2298

Re: Dynamically change trainstop names richtext icons with circuit signals

In addition to the aforementioned mod, there's also Progammable Train Stop Naming which is based on it. I'm not sure what the difference is, except that the "first signal" option is gone.

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