Search found 244 matches
- Fri Dec 13, 2024 11:05 am
- Forum: Duplicates
- Topic: [2.0.25] Wrigglers Getting Stuck/Frozen in Place
- Replies: 1
- Views: 131
[2.0.25] Wrigglers Getting Stuck/Frozen in Place
I'm having an issue where I often see groups of wrigglers not moving or reacting in any way. I don't believe it is due to the entity being asleep due to distance as enemies further away are working fine and these are _very_ close to my structures. I took this screenshot. I don't really know how to ...
- Fri Dec 13, 2024 8:16 am
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 11197
Re: Version 2.0.25
Quite a list! Keep up the awesome work!
- Sat Nov 30, 2024 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 34
- Views: 3863
Re: Improve throughput of 'Set Recipe'
Reworded one more time, hopefully it's clear now
The problem is that the subject doesn't address the cause, only a symptom. If a dev is skimming the active topics, it doesn't effectively describe what needs to change. If they're looking for possible things to work on, only mentioning a symptom ...
- Wed Nov 20, 2024 12:27 am
- Forum: Won't implement
- Topic: Fire on_pre_built Before Fluid Mixing Check
- Replies: 2
- Views: 239
Re: Fire on_pre_built Before Fluid Mixing Check
Such is life. Thank you for looking into it.Rseding91 wrote: Wed Nov 20, 2024 12:04 am Build checks typically happen client side and so never reach the game state where an event would be possible. So this is simply a can't-implement.
- Sun Nov 10, 2024 12:23 am
- Forum: Won't implement
- Topic: Direction information of the player cursor
- Replies: 8
- Views: 1504
Re: Direction information of the player cursor
I also have a use for this. If you alter what's in the cursor in the on_pre_built event then what gets built will be altered, but I cannot control the direction. Right now I think I can work around it by putting a place holder simple entity item in the cursor then destroy the resulting entity in the ...
- Sat Nov 09, 2024 11:27 pm
- Forum: Won't implement
- Topic: Fire on_pre_built Before Fluid Mixing Check
- Replies: 2
- Views: 239
Fire on_pre_built Before Fluid Mixing Check
It's been said before that on_pre_built is intended to be called even when a build action doesn't happen, e.g. here: https://forums.factorio.com/viewtopic.php?p=534859#p534859
With that in mind, please call this event before the fluid mixing check. It would allow me to take actions to prevent the ...
With that in mind, please call this event before the fluid mixing check. It would allow me to take actions to prevent the ...
- Thu Nov 07, 2024 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 34
- Views: 3863
Re: Set Recipe throughput
I'm worried the title of this thread will hide what people are really asking for. Can it be modified?
- Wed Nov 06, 2024 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Specific Heat in Factoriopedia
- Replies: 1
- Views: 169
Specific Heat in Factoriopedia
I've been trying to work things out entirely in game using Factoriopedia and experimentation as an exercise and for fun. Recently I was trying to work out what the energy content of 1 degree of heat is in entities that store heat; reactors, heat pipes, and heat exchangers for example.
Long story ...
Long story ...
- Sun Nov 03, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 34
- Views: 3863
Re: Set Recipe throughput
Adding my voice to the chorus requesting ingredients re-use when changing recipes be re-added. See viewtopic.php?p=631964#p631964 for an example of a dynamic module blueprint that will become much more complex than it already is if it must constantly fish out circuits.
- Sun Nov 03, 2024 9:06 pm
- Forum: Not a bug
- Topic: [2.0.12] Ingredients are always moved to trash output slots when changing recipe
- Replies: 3
- Views: 557
Re: [2.0.12] Ingredients are always moved to trash output slots when changing recipe
I found 117890 and the related viewtopic.php?t=118708. That answers my question. I'll join the chorus of folks asking that ingredients be re-used.
- Sun Nov 03, 2024 8:38 pm
- Forum: Not a bug
- Topic: [2.0.12] Ingredients are always moved to trash output slots when changing recipe
- Replies: 3
- Views: 557
Re: [2.0.12] Ingredients are always moved to trash output slots when changing recipe
Thanks for the report. This is working as intended.
If I may be so bold as to ask the reasoning, and request it be re-evaluated?
Take for example this build:
0eNrtXd1vqzoS/194XJEVxl9Q3d23fd/VPuzDURWliduim5BcQnpvddT/fW0DoU0gsYeQtKejI51iCOPxeDz++P1sfgYPy53aFFleBnc/g2y+zrfB3Y+fwTZ7ymdLcy ...
- Fri Jun 21, 2024 7:07 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 91318
Re: Friday Facts #416 - Fluids 2.0
I see your "Fun over Realism", and I raise you a "Simplicity over Fun".
I've noticed a trend as the weeks go by. More and more of my blueprints books are becoming worthless, replaced with paint by numbers mechanics. The fluid system wasn't interesting because of its realism. It was interesting ...
I've noticed a trend as the weeks go by. More and more of my blueprints books are becoming worthless, replaced with paint by numbers mechanics. The fluid system wasn't interesting because of its realism. It was interesting ...
- Fri May 03, 2024 8:32 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 42858
Re: Friday Facts #409 - Diminishing beacons
This is good. To the naysayers, you're never going to force "meta" players to stop optimizing the fun out of games. Any attempt to do so will eventually converge into a new meta with all the same complaints. This instead gives more options to players that want to target goals for their builds ...
- Fri Feb 02, 2024 9:57 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 22207
Re: Friday Facts #396 - Sound improvements in 2.0
I'm patiently awaiting the FFF that talks about circuit control being added to these.kpreid wrote: Fri Feb 02, 2024 9:40 pm A filtered splitter puts everything that doesn't match the filter on the other output. Or if you didn't know splitters could have filters: splitters can have filters.
- Fri Feb 02, 2024 9:56 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 22207
Re: Friday Facts #396 - Sound improvements in 2.0
Brilliant! Sound is so often overlooked in critical analysis, but it's so important. These are some great new capabilities, and they're used exceptionally well!
ngl still miss old belt sounds tho.
ngl still miss old belt sounds tho.
- Fri Jan 26, 2024 8:43 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 35451
Re: Friday Facts #395 - Generic interrupts and Train stop priority
For example, if you disable a stop while a train is en-route, the train may very well be in a position where it can't path anywhere else (e.g. just turning the corner to arrive). This would cause the train to 'no path' while sticking out onto the mainline, causing chaos for the rest of the trains ...
- Fri Jan 12, 2024 1:39 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 74205
Re: Friday Facts #393 - Putting things on top of other things
I'm just looking on my phone, so I can't tell if that is a 60fps animation, but that reservation aside the new belts look like garbage. Really not a fan of the way they look, and I'm not sure what could be done about it. The changes to coloring seem to just add a shimmering that make it look like ...
- Fri Jan 12, 2024 12:56 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 74205
Re: Friday Facts #393 - Putting things on top of other things
I dunno, gonna be honest this is the first one that's had me kinda worried. Now a 2 wagon train can outperform 8 wagon trains. This feels like a very big move towards scale up rather than scale out, and scaling out has always been where Factorio's emergent complexity, the part that makes the game so ...
- Tue Nov 14, 2023 6:50 pm
- Forum: Releases
- Topic: Version 1.1.97
- Replies: 5
- Views: 9481
Re: Version 1.1.97
I would be, but sadly, 1.1.100 comes after 1.1.99.Magisitas wrote: Tue Nov 14, 2023 12:02 pm Maybe after 1.1.99 it's 2.0 for like Christmas that would be cool
- Fri Sep 08, 2023 10:22 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 224976
Re: Friday Facts #375 - Quality
The mechanic is optional, you can just disable it, don't whine!
Not really. Of course it's possible to disable it, but the game has to be balanced around it. Disabling it would be like building a megabase without using modules - technically possible, but significantly harder.
The game isn't ...