Search found 11 matches

by Dysan27
Sun Aug 16, 2020 5:19 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Crash loading old save (Hand.cpp check fails)
Replies: 1
Views: 1261

[kovarex] [1.0.0] Crash loading old save (Hand.cpp check fails)

Tried to load an old save from version .17.17 No mods on save or loaded. The map doesn't load and Factorio crashes with an unknown error. Log, Dump and Save are included. Hand.cpp:101: const_cast<Hand*>(this)->getInventory()->getHandPosition() == this->location.slotIndex was not true
by Dysan27
Fri Nov 29, 2019 11:29 pm
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 23976

Re: Friday Facts #323 - Animated water

While we're at water... What about water wells inland? I believe that it was a conscious choice not to have them buildable in vanilla. They are a thing though. If you build an offshore pump and then landfill the water it is on, it still works as a pump, and actually changes its name to "Water ...
by Dysan27
Thu Nov 28, 2019 3:29 pm
Forum: Ideas and Suggestions
Topic: Underground Belt Automatic direction selection
Replies: 4
Views: 1549

Re: Underground Belt Automatic direction selection

Two things to add: 1) the direction should be selectable by the user. e.g. rotate 8 times, 4 input and 4 output ways 2) the direction guessing magic must not happen when placing blueprints or when 1 was used. The wrong direction might be intentional. 1) Not sure if that's necessary, also not intuit...
by Dysan27
Wed Nov 27, 2019 5:16 pm
Forum: Ideas and Suggestions
Topic: Underground Belt Automatic direction selection
Replies: 4
Views: 1549

Underground Belt Automatic direction selection

TL;DR Choose the direction of the Underground Belt (Up or Down) based on what is in front of it. What ? Instead of defaulting an unconnected Underground belt to be a Down belt base it on what the tile it will be interacting with is. If its a belt going away or sideways from the underground make it ...
by Dysan27
Sun May 12, 2019 8:13 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 183643

Re: [0.17.x] Bob's Mods: General Discussion

I think bobequipment has an undocumented (and possibly unintentional) dependency on bobwarfare: Failed to load mods: Error in assignID, entity with name 'bob-laser-beam-sapphire' does not exist. Source: personal-laser-defense-equipment-2 (active-defense-equipment). Mods to be disabled: β¬’ bobequipme...
by Dysan27
Sun Dec 03, 2017 3:38 pm
Forum: General discussion
Topic: Pipes are underused because they block movement
Replies: 15
Views: 5526

Re: Pipes are underused because they block movement

I'm surprised there's no Pipe Wrench mod to allow breaking normal pipe connections. Or vanilla functionality for the same. There are two mods for pipes that don't randomly connect but have specific 90Β° curves. One for base and on for angle/bobs pipes. I was always wondering why the devs do not coll...
by Dysan27
Tue Aug 15, 2017 8:17 pm
Forum: General discussion
Topic: Having to repeat the first command bugs me.
Replies: 21
Views: 8900

Re: Having to repeat the first command bugs me.

The Inital Scan mod might help you then, it does the same thing automatically when you start a world.

Only down side is you have to manually update it to work with 0.15
by Dysan27
Sun Jun 18, 2017 7:34 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 51892

Re: Friday Facts #195 - Poles re-design

But to be honest I find a bit annoying the absurdity of having a diagonal pole that requires another support on the base just to be stable. What kind of engineer does a pole like that? I personally don't think that a diagonal pole is a problem, especially within a game with a "Steampunk" ...
by Dysan27
Wed May 24, 2017 4:20 pm
Forum: Railway Setups
Topic: Unload four packed red belts from one cargo wagon, tileable
Replies: 8
Views: 6682

Re: Unload four packed red belts from one cargo wagon, tileable

You can get 3 compressed blues out using that idea you just need to do two things: 1. Set the stack size override to 8 on all 12 inserter placing on belts. 2. SLOW the inserters placing on the entrance to the UG belts by 1 tick http://i.imgur.com/BHZoCLX.png That is a simple 48(47? forget offhand) t...
by Dysan27
Sat May 20, 2017 4:26 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146979

Re: Friday Facts #191 - Gui improvements

I like most of the proposed changes, except for removing the combat display from the corner. Is doesn't take up much space, and depending on the settings (ie deathworld) it can be really useful to know always be aware of your combat loadout. The only suggestion I can think of for the menus is on the...
by Dysan27
Fri Apr 01, 2016 4:21 pm
Forum: Gameplay Help
Topic: Tips, Designs, & Tricks
Replies: 210
Views: 256987

Re: Tips, Designs, & Tricks

On the furnace discussion, here's what I use Factorio furnace setup.jpg Everyone else I've seen says they have the ore and coal down the center, but I ask why have the coal in the center? when you upgrade it will be going away, so have the ore and plate in the center so that doesn't change. It does ...

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