Search found 244 matches

by MrGrim
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 ...
by MrGrim
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!
by MrGrim
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 ...
by MrGrim
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

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.
Such is life. Thank you for looking into it.
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
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?
by MrGrim
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 ...
by MrGrim
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.
by MrGrim
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.
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
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

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.
I'm patiently awaiting the FFF that talks about circuit control being added to these. ;)
by MrGrim
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. ;)
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
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 ...
by MrGrim
Tue Nov 14, 2023 6:50 pm
Forum: Releases
Topic: Version 1.1.97
Replies: 5
Views: 9481

Re: Version 1.1.97

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
I would be, but sadly, 1.1.100 comes after 1.1.99. :)
by MrGrim
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 ...

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