Search found 19 matches

by TurtleZ
Mon Jul 07, 2025 10:01 am
Forum: Ideas and Suggestions
Topic: mass edit power pole connections with click and drag
Replies: 3
Views: 263

Re: mass edit power pole connections with click and drag

Whilst this is not appropriate as a base game feature, I can see this being entirely doable by a mod.
by TurtleZ
Tue Jul 01, 2025 10:32 am
Forum: Gameplay Help
Topic: Blueprint question
Replies: 6
Views: 259

Re: Blueprint question

Press B, or click the icon in the top right of the screen, to enter the Blueprint Library.
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.

If you need to transfer blueprints across different ...
by TurtleZ
Fri Jun 27, 2025 11:01 am
Forum: Modding help
Topic: Requesting help for Black Market 2
Replies: 2
Views: 173

Re: Requesting help for Black Market 2

Looks like the discussion tab in the mod's page has your solution.
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
by TurtleZ
Tue May 13, 2025 1:59 pm
Forum: Not a bug
Topic: [2.0.47] Inconsistent Ghost Cursor
Replies: 3
Views: 430

Re: [2.0.47] Inconsistent Ghost Cursor

Good news: this feature has been in the game for a very long time.

Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".

Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else. :D
by TurtleZ
Wed Apr 16, 2025 12:17 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 2214

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

Thanks for the updates and resolution of this Donion - makes sense that it was introduced in the latest batch of patches as I wasn't experiencing it until recently.
by TurtleZ
Tue Apr 01, 2025 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 2214

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

Understandable, thanks for looking into it. Hope you get some time to rest and feel better soon!
by TurtleZ
Mon Mar 31, 2025 10:16 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 2214

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

I've been experiencing this one recently too.

Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.

Log, save file, and screen ...
by TurtleZ
Mon Mar 17, 2025 11:02 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade
Replies: 1
Views: 1350

[Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade

After manually placing a quality beacon over a normal beacon ghost with module requests, those module requests are ignored by the logistics network.

Vanilla + Space Age, 2.0.41.

Steps to reproduce:
- Have a personal construction network, turned on, with robots, Speed 2 modules, and Rare quality ...
by TurtleZ
Sun Jan 26, 2025 6:32 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.32] Storage chest filter quantity is silently parameterised
Replies: 1
Views: 1265

[boskid][2.0.32] Storage chest filter quantity is silently parameterised

Noticed a visual parameterisation bug whist messing with storage chests. Super low priority.

Brief explanation:
The entity tooltip for a filtered storage chest shows an item count on the filter slot, defaulting to 1. When creating a parameterised blueprint and selecting constant 1 as a parameter ...
by TurtleZ
Wed May 11, 2016 6:26 pm
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

Re: [MOD 0.12.30] Fractional Distillation

New ways to pollute the world, excellent.

One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha ...
by TurtleZ
Wed May 11, 2016 7:01 am
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

Re: [MOD 0.12.30] Fractional Distillation

Hi, thanks for the mod, I enjoy it much. Nicely extends the base without completely overhauling it.

Reporting a bug - recipe for sulphur with use of naphtha has swapped order of ingredients, which is, I assume, what's causing the pipe inputs on the chemical plants to also change. Which is mildly ...
by TurtleZ
Sun Apr 10, 2016 4:33 pm
Forum: Mods
Topic: [MOD 0.12.x] Dude, where's my car?
Replies: 13
Views: 17734

Re: [MOD 0.12.x] Dude, where's my car?

Super-useful, I keep leaving my car in stupid random places xD
by TurtleZ
Sun Apr 10, 2016 3:21 pm
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

Re: [MOD 0.12.30] Fractional Distillation

german locale

[item-name]

fd-distillation-column = teilweise Destillationsraffinerie
fd-raw-iron = Roheisen
fd-raw-copper = Rohkupfer
fd-road = Straße
fd-canister = leerer Kanister
fd-kerosene-canister = Kerosinkanister
fd-diesel-canister = Dieselkanister
fd-petrol-canister = Benzinkanister ...
by TurtleZ
Sat Apr 09, 2016 12:08 am
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

Re: [MOD 0.12.30] Fractional Distillation

orzelek wrote:Do you know if it will work properly with bob's mods set?
Just updated the mod, the canisters now work properly with the bob's ones. :mrgreen:
by TurtleZ
Fri Apr 08, 2016 9:50 pm
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

Re: [MOD 0.12.30] Fractional Distillation

Do you know if it will work properly with bob's mods set?

Sadly, the canisters I added will not currently work with the bob's mods canisters. I will add that when I get the chance.

Could you expand on that long description? I'd say that's more of a nice, short description. What new recipes are ...
by TurtleZ
Fri Apr 08, 2016 3:43 pm
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 15221

[MOD 0.13.X] Fractional Distillation

Name: Fractional Distillation
Version: 0.1.2
Factorio Version: 0.12.30
Description: Adds a new level of oil processing to increase oil efficiency.
Release: 8th April 2016
Dependencies: None
Download: fractional-distillation_0.1.4.zip

This mod adds fractional distillation into the game - this is ...
by TurtleZ
Thu Apr 07, 2016 4:22 pm
Forum: Modding help
Topic: Trying to make a recipe category
Replies: 4
Views: 1847

Re: Trying to make a recipe category

prg wrote:Right, then the problem becomes that just having that definition sit around in some file somewhere isn't enough, you also need to require that file from data.lua like the others for it to do anything useful.
Thank you very much! It works now! :D :D
by TurtleZ
Thu Apr 07, 2016 4:02 pm
Forum: Modding help
Topic: Trying to make a recipe category
Replies: 4
Views: 1847

Re: Trying to make a recipe category

prg wrote:You're missing a

Code: Select all

data:extend({
    {
        type = "recipe-category",
        name = "distillation"
    }
})
somewhere.
Whoops, I do have that, just copied the wrong code into the code boxes. Fixed it now. :D
by TurtleZ
Thu Apr 07, 2016 3:40 pm
Forum: Modding help
Topic: Trying to make a recipe category
Replies: 4
Views: 1847

Trying to make a recipe category

Hello. I have just started writing a mod for Factorio and I cannot seem to get recipe categories working.

I followed the tutorial by Klonan, and got a mod working up to that stage. I then added a custom recipe, and got it showing up in my new entity.

I then wanted to add a custom recipe category ...

Go to advanced search