Search found 69 matches

by Chumfactor
Fri Jan 17, 2025 5:15 am
Forum: Assigned
Topic: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 6
Views: 424

Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)


See also https://forums.factorio.com/viewtopic.php?p=645262#p645262 , which has a slightly simpler reproduction, and an analysis of which code is hanging (some graphics code).

It might not help in your specific situation, but running headless doesn't hang:

./factorio --verbose --start-server ...
by Chumfactor
Thu Jan 16, 2025 9:01 pm
Forum: Not a bug
Topic: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved
Replies: 3
Views: 228

Re: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved

I can see how perhaps this is low priority, but "not a bug" seems a mischaracterization.

If there's a stack size, it is reasonable to expect to make stacks of them.
If there is a rocket capacity, it is reasonable to expect to put them into rockets.

Regardless of the reason offered, this item is an ...
by Chumfactor
Wed Jan 15, 2025 7:03 pm
Forum: Not a bug
Topic: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved
Replies: 3
Views: 228

[2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved

See image below.

Rocket parts show that there is a stack size and a rocket capacity, though there is no way to move a stack of them (say, into a chest) nor transport them (via rocket).
by Chumfactor
Thu Jan 02, 2025 5:43 pm
Forum: Ideas and Suggestions
Topic: Display's message should allow circuit value
Replies: 2
Views: 124

Re: Display's message should allow circuit value

P.P.S. (I know: separate request ;) ) It would also be nice to be able to select a background color for behind the icon. So, for example, my statuses could be Green / Yellow / Red based on the value, with the icon showing what has that status (Constructon 'bots, Iron Plate, etc.), and the display ...
by Chumfactor
Thu Jan 02, 2025 5:40 pm
Forum: Ideas and Suggestions
Topic: Display's message should allow circuit value
Replies: 2
Views: 124

Re: Display's message should allow circuit value

P.S. If there's a way (or if a way was added) to copy/paste text -- which I could create/edit outside of Factorio -- into the console to accomplish this, while not ideal, that would be plenty-good enough.

All I'm really trying to do is avoid making 100+ rules via the 1-at-a-time GUI for each of ...
by Chumfactor
Thu Jan 02, 2025 4:44 pm
Forum: Ideas and Suggestions
Topic: Display's message should allow circuit value
Replies: 2
Views: 124

Display's message should allow circuit value

Original discussion is here.


Basically, I'm trying to avoid the pain of creating 100+ rules for a status display, let alone doing it again dozens or 100s of times. I think it would be nice if the display message would allow something along the lines of...

`` Current status: <circuit-value="C ...
by Chumfactor
Thu Jan 02, 2025 4:33 pm
Forum: Gameplay Help
Topic: How to use a Display for circuit values.
Replies: 2
Views: 254

Re: How to use a Display for circuit values.


You can utilize decimal positional number system (instead of a separate rule for each possible value split the value into multiple digits).

Yes, a common solution to a different problem.

I'm trying to create a status board showing several bits of numeric information in a limited space; ideally ...
by Chumfactor
Thu Jan 02, 2025 5:33 am
Forum: Gameplay Help
Topic: How to use a Display for circuit values.
Replies: 2
Views: 254

How to use a Display for circuit values.

Is there a less annoying way to set up a display to show a circuit value other than making 100 separate rules?

I'm trying to not have to do this:
display-valie.png
display-valie.png (231.73 KiB) Viewed 254 times
Thanks!
by Chumfactor
Sat Dec 28, 2024 7:10 pm
Forum: Not a bug
Topic: [2.0.15] Inserter unloads modules when set recipe is incompatible
Replies: 3
Views: 396

Re: [2.0.15] Inserter unloads modules when set recipe is incompatible

This seems fairly-obviously broken. I can understand if Wube decides to keep it low priority, but it strikes me that "Not A Bug" is incorrect characterization.

The introduction of Set Recipe requires either a way to insert modules when the recipe allows them or an automatic keep-in-place-but ...
by Chumfactor
Tue Dec 24, 2024 7:36 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 13
Views: 2256

Re: Quality seeds -> full quality line on Gleba


All quality production is based on chance.


This is not true.

* Set an assembly plant's [common] recipe for Rare pipes.
* Feed Rare iron into Assembly plant.
* Get Rare pipes 100% of the time.

You need to jump-start with rare iron, which is gotten randomly but, once you have material, quality ...
by Chumfactor
Tue Dec 24, 2024 5:20 pm
Forum: Balancing
Topic: Legendary Yumako & Jelly Nut Seeds should grow legendary plants
Replies: 13
Views: 2256

Quality seeds -> full quality line on Gleba

Suggestion: Planting quality seeds should yeild quality trees that bear quality fruit, which can be processed into more quality products, including seeds.

It seems that, currently, quality on Gleba is strictly percentage-chance.

My thoughts unfolded as...

Do trees planted with quality seeds ...
by Chumfactor
Mon Dec 23, 2024 9:42 pm
Forum: Ideas and Suggestions
Topic: Need better contrast on Gleba for weapon-coverage area
Replies: 0
Views: 107

Need better contrast on Gleba for weapon-coverage area

Gleba's muted-greens & browns is perfect camouflage for the lightly-tinted circle that shows a laser/gun/tesla turret's range.

It'd be nice for the wave-over if maybe there was a heavier outline at the edge, or if the tint was adjustable in settings, or maybe just a different color for Gleba, or ...
by Chumfactor
Mon Dec 23, 2024 6:50 pm
Forum: Ideas and Suggestions
Topic: Ability to have separate research "groups"
Replies: 0
Views: 114

Ability to have separate research "groups"

Esp now that space age is here, it would be nice to be able to assign Research Labs to groups, and follow different paths of the tech-tree in each group.

* By default, labs would be in "Main Research Path"
* By UI, similar to request-groups, I could assign labs to another group.
* The other groups ...
by Chumfactor
Sat Dec 21, 2024 7:44 pm
Forum: Assigned
Topic: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 6
Views: 424

Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)

Ok, just tried it again. Two things of note:

* I was only "other user" for about 1.5 minutes -- I just switched, checked a web site, then switched back.

* I left the game at "Game Menu", but it still hung. That is, I...

... Left game
... Saved game
... (Choose to overwrite previous save game ...
by Chumfactor
Sat Dec 21, 2024 6:37 pm
Forum: Assigned
Topic: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 6
Views: 424

Re: [2.0.14] Factorio hangs if you switch users (MacOS)


I tried on MacBook M1 Pro with macOS 15.0.1 - couldn't reproduce


I'll do some more digging. I wonder if there's a time constraint (like: maybe it only happens if you've been "other user" for 5+ minutes or some such).

Also, to clarify, I'm 2.4Ghz 8 core i9 MPB 15" 2029, running Sonoma 14.6.1 ...
by Chumfactor
Thu Dec 05, 2024 9:50 pm
Forum: Pending
Topic: [2.0.23] (1 time) Construction robots stalled until logistics triggered.
Replies: 2
Views: 149

Re: [2.0.23] (1 time) Construction robots stalled until logistics triggered.

Ok, I'm not very good at this psychic debugging thing, but my wild-guess is: The area being developed is quite far away, and the robots' A* (or whatever algorithm they use) for finding a path bails after not-enough hops.

If that is, indeed, the issue, I suggest that they do something along the ...
by Chumfactor
Thu Dec 05, 2024 9:21 pm
Forum: Pending
Topic: [2.0.23] (1 time) Construction robots stalled until logistics triggered.
Replies: 2
Views: 149

Re: [2.0.23] (1 time) Construction robots stalled until logistics triggered.

Ok, it happened again. This time, I saved it off as "Construction-stalled". (But I still don't know where that file is!)

507 available, 507 idle, construction needing to be done, lots of power poles, lasers & roboports in storage.
by Chumfactor
Thu Dec 05, 2024 9:07 pm
Forum: Pending
Topic: [2.0.23] (1 time) Construction robots stalled until logistics triggered.
Replies: 2
Views: 149

[2.0.23] (1 time) Construction robots stalled until logistics triggered.

NOTE: This only happened once, and I can't reproduce it, and it has been fixed, since. But here's what I remember:

* I was building out a series of poles & roboports to a new area on Nauvus
* Things were proceeding as expected, then...
* Suddenly, all construction stopped.
* I looked near home-base ...
by Chumfactor
Wed Dec 04, 2024 8:04 pm
Forum: Duplicates
Topic: [2.0.23] During space travel, ground is visible *above* space & clouds.
Replies: 3
Views: 190

Re: [2.0.23] During space travel, ground is visible *above* space & clouds.

Additional info:

This is a Macbook Pro, 15", 2019. Default display: 1680 x 1050.
by Chumfactor
Wed Dec 04, 2024 7:56 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.23] Platform drops tiny partial-rockets when full-load available.
Replies: 4
Views: 345

Re: [2.0.23] Platform drops tiny partial-rockets when full-load available.

Thanks to Klonan's reply (HERE) , I learned that the problem was another platform spamming landing bay with small drops, preventing the bigger drops.

Adding carbo bays helped but, per that reply, I hope you will fix it, as this is a bit of an annoyance. Suggestion: prioritize largest deliveries ...

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