Search found 92 matches

by macdjord
Wed Dec 11, 2024 7:28 am
Forum: Assigned
Topic: [Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists
Replies: 1
Views: 493

[Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists

Here is a blueprint for a basic parameterized bot-served biochamber*. (Note: I play with Bob's Adjustable Inserters. This blueprint contains only basic straight inserters, so it should be compatible with vanilla Factorio, but if it doesn't work, then install 'bobinserters 1.3.2 ...
by macdjord
Wed Dec 11, 2024 7:28 am
Forum: Duplicates
Topic: [2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe
Replies: 1
Views: 386

[2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe

If a parameterized blueprint has a parameter which sets the recipe for a machine, then normally when placing the blueprint the user is offered a dialogue which allows them to select from the recipes that machine can perform. It is even smart enough that, if the blueprint contains multiple types of ...
by macdjord
Tue Dec 10, 2024 8:02 pm
Forum: Translations
Topic: [2.0.21] (Most) Biological things do not recycle into spoilage
Replies: 2
Views: 537

Re: [2.0.21] (Most) Biological things do not recycle into spoilage

You missed wood (obviously biological) and agricultural science packs (not prima facie biological, but they spoil into spoilage, so what else can they be?), which both also recycle into themselves.

I suspect that text might be a holdover from some earlier step in development, when it was planned ...
by macdjord
Fri Dec 06, 2024 10:33 pm
Forum: Gameplay Help
Topic: What is 'Lightning reach' and how do you improve it?
Replies: 2
Views: 745

What is 'Lightning reach' and how do you improve it?

The range for normal-quality Lightning Rods and Lightning Collectors are listed as '15 + Lightning reach' and '25 + Lightning reach' respectively. When I saw this, I initially assumed it would be something like worker robot speed: 15/25 was the base value, but there would be some research (possibly ...
by macdjord
Sun Dec 01, 2024 2:32 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.21] Some signals cannot be parameterized
Replies: 1
Views: 1088

[boskid][2.0.21] Some signals cannot be parameterized

Certain signals cannot be parameterized in blueprints. If you hit 'parameterize blueprint' on a blueprint where these signals are set, the signal they are set to is not offered as a parameterizable value. If you have the same signal used elsewhere in the blueprint and make it a parameter, the value ...
by macdjord
Sat Nov 30, 2024 2:55 am
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 572

Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

Hrm. Looks like the same issue exists for the 'Read working' parameter on assemblers.
by macdjord
Fri Nov 29, 2024 7:47 am
Forum: Assigned
Topic: [Kovarex] [2.0.15] Quality change ignored when placing parametrized blueprint
Replies: 7
Views: 1630

Re: [2.0.15] Quality change ignored when placing parametrized blueprint

I suspect this is the side-effect of an intended - and honestly quite useful, if poorly documented and explained - behaviour. Namely, the ability to make a blueprint that refers to a given item at multiple quality levels. For instance, I have a blueprint that I use to build a set of 5 storage chests ...
by macdjord
Fri Nov 29, 2024 4:11 am
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 572

Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

Loewchen wrote: Tue Nov 26, 2024 5:34 am 121360
This is not the same bug as the one you have linked. Please move this thread back to Bug Reports.
by macdjord
Tue Nov 26, 2024 7:00 pm
Forum: Ideas and Suggestions
Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Replies: 9
Views: 977

Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt


+1

Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.

I'd say 10kW makes sense ...
by macdjord
Tue Nov 26, 2024 4:08 pm
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 572

Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

@Loewchen: How is this a duplicate? I'm not talking about parameterization altering a constant stack size when it shouldn't; I'm talking about not being able to parameterize what signal is used to dynamically set stack size.
by macdjord
Tue Nov 26, 2024 5:24 am
Forum: Duplicates
Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Replies: 5
Views: 572

[2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal

You cannot parameterize what signal the 'Set stack size' option uses.

This blueprint contains an inserter with 'Set stack size' enabled and the signal set to [Wooden Chest]. If you try hitting the 'Parameterize blueprint' button, it says there's nothing to parameterize:
0eNptkOFugzAMhN ...
by macdjord
Mon Nov 25, 2024 11:46 pm
Forum: Ideas and Suggestions
Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Replies: 9
Views: 977

Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt


But far worse, covering that 100kW draw through Nauvis's night would demand 226kJ of battery capacity - more than 11 Mk1 personal batteries. Battery is 20 MJ which is 200 seconds of 100 kW draw. Certainly longer than Nauvis night.

Huh. You're right. I think I misread the battery capacity as 20 ...
by macdjord
Mon Nov 25, 2024 10:55 am
Forum: Ideas and Suggestions
Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Replies: 9
Views: 977

Reduce Belt Immunity power draw and/or make it cost power only when on a belt

Belt Immunity Equipment draws 100kW of power constantly, whether on a belt or not. This makes it entirely impractical to use until you have at least a Portable Fission Reactor - which is really annoying, because the early Modular Armour era is exactly when being immune to belts would be most useful ...
by macdjord
Mon Nov 25, 2024 9:48 am
Forum: Ideas and Suggestions
Topic: Show history of maximum power generation in electric network graph
Replies: 0
Views: 205

Show history of maximum power generation in electric network graph

The electric network window shows a history of power production and consumption, as well as accumulator charge level. But the power production graph only shows the actual power generation, not the maximum power generation available. Having a history of that would be very helpful for things like ...
by macdjord
Mon Nov 25, 2024 9:36 am
Forum: Ideas and Suggestions
Topic: Out-of-logistics-network warning for buildings with 'Connect to logistics network' checked
Replies: 0
Views: 157

Out-of-logistics-network warning for buildings with 'Connect to logistics network' checked

If you build a logistics chest outside of logistics coverage, you get a nice little warning icon. However, if you have a building which is set to enable itself based on the contents of the logistics network (all buildings which can be enabled or disabled using a circuit network also have an option ...
by macdjord
Sat Nov 23, 2024 1:06 pm
Forum: Not a bug
Topic: [2.0.20-3] Decider combinator set to 'Each (red) = 0, output input (green) each' outputs nothing
Replies: 7
Views: 687

Re: [2.0.20-3] Decider combinator set to 'Each (red) = 0, output input (green) each' outputs nothing


You've set it to only read the red wire for condition checks, so it definitely won't do that. When you use "Each" mode, think of it as the combinator switching to a vector mode and evaluating the conditions for every input signal separately. In this case, since you've selected to evaluate only red ...
by macdjord
Sat Nov 23, 2024 8:47 am
Forum: Not a bug
Topic: [2.0.20-3] Decider combinator set to 'Each (red) = 0, output input (green) each' outputs nothing
Replies: 7
Views: 687

[2.0.20-3] Decider combinator set to 'Each (red) = 0, output input (green) each' outputs nothing

Example:
0eNrdldtuwjAMht/F1wHR07ZW2l4EoSptDURrky5NYQj13eeknAYMxrYLNPXGceL/tz8p6RqyssVaC2kgWYPIlWwgGa+hETPJS5uTvEJIoMBcFKgHuaoyIblRGjoGQhb4DonXsTMlVsxwac7X+N2EAUojjMDe0y1WqWyrDDWJsktCDGrVUK2S1pH0BsGTN4wYrCCJR+EwIqdCaMz7IyGzKkarMs1wzheCJKiu6febzzH1sh2MwVSUBvVx1qxq29lCaNPS0LtWewgDjzJvtEHzUFIqXblD1H ...
by macdjord
Sat Nov 23, 2024 8:25 am
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 26
Views: 3441

Re: Add 2 outputs to Decider Combinator



While it is not really needed and can be overcome quite easily, I feel like having the "else" condition in combinators would make them feel more complete, especially after the 2.0 update they got.


Agree 100%.

And with the extended boolean conditions and multiple outputs introduced in 2.0, I ...
by macdjord
Thu Nov 21, 2024 6:17 am
Forum: Ideas and Suggestions
Topic: Dual colors for lightning protection coverage overlay
Replies: 2
Views: 275

Re: Dual colors for lightning protection coverage overlay

Also add different colours for areas covered by lighting rods, lighting collectors, and lightning attractors (which are the pre-existing lightning protection systems you find among the ruins. Since they return different amounts of power - in the case of the lightning attractors, no power at all - it ...

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