Search found 52 matches

by gallomimia
Fri Nov 19, 2021 11:09 pm
Forum: Not a bug
Topic: [1.1.46]Non-blocking-save leaks memory
Replies: 16
Views: 1851

[1.1.46]Non-blocking-save leaks memory

Very happy to be back on linux playing this game after a dark cloud of Windows gaming. The amazing not-windows-only feature of Non-Blocking saves is now available to me! My factory has grown rather large, over 1k spm, with several mods including Swarmageddon. (Save file is 70MB) So I imagine the gam...
by gallomimia
Sat Oct 09, 2021 7:01 pm
Forum: Not a bug
Topic: Flamethrower Turrets do not give back fluid on deconstruct
Replies: 7
Views: 1072

Flamethrower Turrets do not give back fluid on deconstruct

So I have this outpost that I'm deconstructing (just the walls and turrets) because it is now inside safe territory, walled off against water chokepoints. I'm just now noticing that the flamethrower turrets don't dump their fluid-contents back into the pipes! Not cool.... I tested by isolating one t...
by gallomimia
Wed Aug 18, 2021 4:31 pm
Forum: Spread the Word
Topic: Props for "Strong Support for Modding"
Replies: 0
Views: 1031

Props for "Strong Support for Modding"

I'd just like to take a moment and give some thanks for what they humbly call "strong support" for modding over there in the Factorio-Factory known as Wube Software. Because they don't have strong support for modding, they have an atomic weapon known as RSeding91 who actively participates ...
by gallomimia
Wed Aug 18, 2021 3:35 pm
Forum: Ideas and Suggestions
Topic: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
Replies: 8
Views: 1023

Re: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out

How should the game decide what to show for, as an example, electronic circuit production using direct insertion of copper wire, similar to this? I thought the decision, needing to be really simple and lightweight, should be obvious: if there's two icons close together that are the same, and would ...
by gallomimia
Sat Jul 17, 2021 2:32 am
Forum: Ideas and Suggestions
Topic: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
Replies: 8
Views: 1023

Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out

Topic says it all. Keep those icons on the map at all zoom levels please. To do this, merge them together and keep the icons the same size when zoomed out very far.
by gallomimia
Sat Nov 02, 2019 5:37 am
Forum: Ideas and Suggestions
Topic: Paused Game Chews CPU
Replies: 6
Views: 952

Paused Game Chews CPU

This is a hybrid between a suggestion and a bug report. It's my opinion that it's a bug that when the game is completely paused and in the background it absolutely gobbles up CPU resources, as if it were running full speed. Even when the game is paused with shift-space, the grid pops up, then I alt-...
by gallomimia
Mon Oct 21, 2019 5:59 am
Forum: Duplicates
Topic: [0.17.72] Swarm Mod Sprays Biters
Replies: 2
Views: 607

[0.17.72] Swarm Mod Sprays Biters

Just updated to 0.17.72 and things appear to be much harder with the pathfinding and non-colliding biters! Really cool. However, I noticed that with the swarm mod in play, biters placed after the death of a larger comrade seem to "spray" over a short distance, almost like they are getting ...
by gallomimia
Mon Oct 14, 2019 3:12 am
Forum: Not a bug
Topic: Minor Bug in Display of Pump locations for train stop
Replies: 5
Views: 1024

Re: Minor Bug in Display of Pump locations for train stop

Whoa! I forgot. This is factorio 0.17.69 running under steam on Ubuntu 19.04 with nVidia drivers 430.50
Any other details needed?
by gallomimia
Mon Oct 14, 2019 12:32 am
Forum: Not a bug
Topic: Minor Bug in Display of Pump locations for train stop
Replies: 5
Views: 1024

Minor Bug in Display of Pump locations for train stop

https://steamuserimages-a.akamaihd.net/ugc/780737616256428696/9161F35215802B734EE20B7D2243729C42371E03/ It appears that every second car has an off-by-one error when I am setting up this fluid unloading station (Crude oil). Two notes, the last car has its tail end hanging over a curve, resulting in...
by gallomimia
Sat Sep 28, 2019 6:52 am
Forum: Not a bug
Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Replies: 6
Views: 1623

Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change

Ah. This might be a bug in a plugin I am using. Will go post there.
by gallomimia
Sat Sep 28, 2019 2:07 am
Forum: Not a bug
Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Replies: 6
Views: 1623

Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change

The point we are trying to make is, that free input for the water pipe, becomes the new input for the oil pipe, and the old input for the oil pipe only accepts water. I genuinely doubt you decided to do this terrible thing on purpose.
by gallomimia
Fri Sep 27, 2019 6:23 am
Forum: Not a bug
Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Replies: 6
Views: 1623

Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change

This bug is still a problem in 0.17.69 Not technically a bug but definitely a design flaw, and a horrible one at that. Very annoying. I have oil sent to refineries, and now I will have to use up the oil or pump it back to storage in order to rework the piping before I can even change recipes. Or it ...
by gallomimia
Fri Jul 27, 2018 7:53 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 31636

Re: Friday Facts #252 - Sound design & Map editor

Val: Thanks very much for all you'll be doing to this game! I believe I can speak for all of the players (except maybe the deaf ones) that brainstorming real experiences into the choices you make about sound design will make it amazing! Albert: Your FFF's have been awesome. Really enjoy seeing your ...
by gallomimia
Mon Oct 09, 2017 4:29 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 24114

Re: Friday Facts #211 - The little things

Damn. You're right the non-connected stuff is ugly as shit! I'm really glad you're fixing all that. Good work! If the ghosted pipes still won't connect, can't you make fluid logic skip ghosts? I mean... the function to check how much fluid can flow in a ghost is always null-operation. It never flows...
by gallomimia
Thu Jun 22, 2017 9:10 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 39160

Re: Friday Facts #195 - Poles re-design

Me like.

Big pole 2a is better than 2b.
Medium pole 2b is very nice!
And the small pole is fine too.

In addition, I really like the warning signs. More signs, to indicate lots more things. Adding signs for power outages and warnings is great too!
by gallomimia
Thu Jun 15, 2017 7:00 am
Forum: Technical Help
Topic: Map download never finishes [14.5] headless windows
Replies: 89
Views: 44826

Re: Map download never finishes [14.5] headless windows

Guys, this problem was solved already by the world of bit torrenters. The culprit is a router with "game mode" enabled. It inspects packet DATA and not headers, performing NAT on the data as well as the headers. It can be a useful "feature" for badly designed network code in cert...
by gallomimia
Thu Jun 15, 2017 4:55 am
Forum: News
Topic: Friday Facts #194 - Automated combinator pipeline
Replies: 27
Views: 19329

Re: Friday Facts #194 - Automated combinator pipeline

Really very interesting! Bravo graphics dude(ette)s! Especially like the automation take, and the pipeline graphics using factorio graphics :D
by gallomimia
Mon Jun 12, 2017 4:27 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 30358

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Which one? Every book is like that... I'm getting up to 10-12 books now. Here's one with some blue belts and corners. 0eNrVWGFvqyAU/SsLn3URRO38uL/x8tLYlSxkFgxi02bpf39Y27eu6sQrbNmnRqjnHuDccy++o03ZsEpxodcbKd9Q/v4xUqP8z81jO8dfpOiGa/4qirId08eKoRxxzXYoQKLYtU/sUClW16FWhagrqXS4YaVGpwBxsWUHlONTsByEnP4GiAnNN...
by gallomimia
Sun Jun 11, 2017 7:18 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 30358

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

An update to game version 0.15.19 did not solve my issue. What exactly do you think works? Here's what doesn't work. I have blueprints in a book, several of them grouped for making belt pathways 2 wide or 3 wide or so on. When the prints are in a book, I cannot pick the book from my toolbelt, scroll...

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