Search found 25 matches

by xeneonic
Fri Oct 25, 2024 3:30 pm
Forum: Duplicates
Topic: [2.0.10] Transport Belt replace inconsistencies/glitches.
Replies: 2
Views: 158

Re: [2.0.10] Transport Belt replace inconsistencies/glitches.

I would like to argue that step 1, 2 and 3 are not part of that duplicate, but I do agree that A, B and C are duplicates. But if step 1, 2 and 3 are part of the same glitch, then agreed.
by xeneonic
Fri Oct 25, 2024 3:24 pm
Forum: Duplicates
Topic: [2.0.10] Transport Belt replace inconsistencies/glitches.
Replies: 2
Views: 158

[2.0.10] Transport Belt replace inconsistencies/glitches.

1. Replace these UG with fast UG, by hand, through cursor, no bots or remote view used:
10-25-2024, 17-16-12.png

2. Now the UG in my cursor is reversed:
10-25-2024, 17-17-11.png

3. But also switching back to the red belt in my cursor (that you see in Picture 1):
10-25-2024, 17-18-03.png

In ...
by xeneonic
Fri Oct 25, 2024 5:54 am
Forum: General discussion
Topic: Space Age.. feels a little flat
Replies: 37
Views: 87036

Re: Space Age.. feels a little flat

I don't understand the problem, especially regarding sending calcite to other planets. Rockets are literally free on vulcanus. Not just that but with advanced asteroid mining iirc you can also just get calcite from asteroids? Thruster fuel in space is made by asteroids so once again calcite is ...
by xeneonic
Fri Feb 16, 2024 11:57 am
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 3317

Re: Custom Inventory Width


The only point I see behind this is when another mod increases your inventory size (slot count) well above and beyond vanilla. So... why can't a mod also be used to expand how many slots are in a row? Why does it need to be put in vanilla?

Because you may join a server that has increased ...
by xeneonic
Thu Feb 15, 2024 4:57 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 3317

Re: Player Inventory Width Setting/Value

Koub wrote: Thu Feb 15, 2024 3:31 pm [Koub] Merged into older thread with same or similar suggestion.
I apologize, I did not see that thread.
by xeneonic
Thu Feb 15, 2024 1:26 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 3317

Re: Custom Inventory Width

But you can't join other servers with it, because it's a mod.
by xeneonic
Thu Feb 15, 2024 12:58 pm
Forum: Ideas and Suggestions
Topic: Player Inventory Width Setting/Value
Replies: 17
Views: 3317

Custom Inventory Width

TL;DR
Allow players to change the default inventory width in Settings -> Interface.



What ?
Currently, players can go to factorio\data\core\prototypes\utility-constants.lua, on line 320, change inventory_width to their desired number.
There are three issues with this:
1. Not user friendly.
2 ...
by xeneonic
Wed Oct 11, 2023 3:52 pm
Forum: Assigned
Topic: [boskid][1.1.91] Extreme belt speed/splitter bug.
Replies: 6
Views: 1802

Re: [1.1.91] Extreme belt speed/splitter bug.

Sure: https://drive.google.com/file/d/1Evr-yYy8e9JQzLh79VR2cz_f_ea4sqDu/view?usp=sharing

When you load the map, the blueprint should automatically build; this part will help seeing the problem, as the issue will start appearing right away and was the most reliable way I could get the issue to ...
by xeneonic
Wed Oct 11, 2023 12:47 pm
Forum: Assigned
Topic: [boskid][1.1.91] Extreme belt speed/splitter bug.
Replies: 6
Views: 1802

[boskid][1.1.91] Extreme belt speed/splitter bug.

I was developing setups for BP's when I came across this issue. It involves 240/s belts and splitters. I used game.speed = 0.2 for visual clarity:
https://i.imgur.com/b5nn5no.mp4

I tried to narrow down how it happens but instead only got more confused:
https://i.imgur.com/pww7flC.mp4



Some ...
by xeneonic
Sat Sep 24, 2022 9:19 am
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 33372

Re: Friday Facts #370 - The journey to Nintendo Switch


Does the expansion have a working version on the Nintendo Switch? Just curious.

If you read the FFF, you read that Switch can barely maintain 60 UPS to launch the rocket. If you read the FFF, you read that it takes a team of 12 (most of which are veterans, of course) 5 days to finish the ...
by xeneonic
Wed Sep 08, 2021 11:24 am
Forum: News
Topic: Friday Facts #74 - The brainstorming
Replies: 106
Views: 82672

Re: Friday Facts #74 - The brainstorming


You do realize that in almost 2 years, some of the original plans have slightly changed, right ?

Perhaps the roadmap. Hiring Earendel, creator of the Space Exploration mod. Announcing an expansion pack. Something seems suspicious. Also, it's a blast looking through the old blog posts and forum ...
by xeneonic
Fri Nov 13, 2020 4:27 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 113307

Re: Friday Facts #363 - 1.1 is getting close

I'd like to add a counter argument towards the removal of the character tab. The arguments for removal such as the weapons tab being a duplication aren't exactly true. When you are in a vehicle, such as a Spidertron or a Tank or a Car, etc... Some of these existing GUI elements get overridden by ...
by xeneonic
Fri Oct 16, 2020 12:52 pm
Forum: General discussion
Topic: Why trains? (UPS focus)
Replies: 27
Views: 11011

Re: Why trains? (UPS focus)

Would it help if trains had 1/4th their current slots and increase stack sizes by x8 to put UPS more in favor for using trains? Or other alterations such as the bulk rail loader (1 entity instead of many inserters withdrawing?).

What are the optimizations one could do?
by xeneonic
Tue Jun 09, 2020 12:25 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 38692

Re: EndgameCombat - Defend your base against lategame enemies with ease

None of the ammo (i.e. Cannon Shell Magazine), new defenses (i.e. Plasma Turret) or personal defenses (i.e. Advanced Laser Defense Equipment) scale with their respective damage bonuses. This means that just 2 or so upgrades in space tech for their respective damage upgrades, the vanilla versions of ...
by xeneonic
Mon Apr 02, 2018 7:49 pm
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 128
Views: 177536

Re: Re-Enable Achievements...

I have now fallen into the trap too.
Does anyone still know a way?
Yes, I just got it to work myself using a different method. Using a hex-editor, I do a forward search for text "command-ran", then do a backwards hex search for 00 01 01 01 and replace the first 01 with 00. Tested with 0.16 stable ...
by xeneonic
Wed Feb 28, 2018 7:01 pm
Forum: Duplicates
Topic: [16.26] Supercompression on belt
Replies: 3
Views: 1491

Re: [16.26] Supercompression on belt

As far as I know, this is not a duplicate of the report that you tagged. In the thread that you tagged:

Thanks for the report.
This is (most probably) result of a migration of a belt that was not in proper state (at least to the rules we have now). So it ended up like this instead of crashing.
If ...
by xeneonic
Wed Feb 28, 2018 4:39 pm
Forum: Duplicates
Topic: [16.26] Supercompression on belt
Replies: 3
Views: 1491

[16.26] Supercompression on belt

As per request:

The super-compressed belt shouldn't be creatable in 0.16.26 (only by manual rotating, which will also be (mostly) fixed for 0.16.27), so if you have another way to create super-compressed belt, create a bug report please.


How to reproduce it:
https://i.imgur.com/RYaCkQM.jpg

I ...
by xeneonic
Wed Feb 28, 2018 1:48 am
Forum: Resolved Problems and Bugs
Topic: [16.26] Items stuck on belt
Replies: 6
Views: 3024

Re: [16.26] Items stuck on belt

Hello, I found something similar to the overcompression. It might be related to the same fix that you have for 16.27 except with me, the cause was an underground belt and an inserter causing the same behavior. Should I make a new topic for this or are you confident that it's the same thing? I can ...
by xeneonic
Fri Feb 23, 2018 9:12 pm
Forum: Not a bug
Topic: [0.16.25] Belt decompresses after double splitter.
Replies: 12
Views: 5587

Re: [0.16.25] Belt decompresses after double splitter.

I am assuming you're correct in the way the logic is handled like that (And thus this is the expected behavior) But this makes more sense:

https://i.imgur.com/ovXgyNR.png

The 0's are there because it has nothing to put there. The left-most 0 is because there's nothing in front of that splitter ...
by xeneonic
Fri Feb 23, 2018 1:17 pm
Forum: Not a bug
Topic: [0.16.25] Belt decompresses after double splitter.
Replies: 12
Views: 5587

Re: [0.16.25] Belt decompresses after double splitter.

To me that image looks like it is working as intended. Starting with the splitter on the right hand side, and working right to left, the first splitter balances the belts. The second splitter sends half a belt out the top belt and the other half a belt into the third splitter. The third splitter ...

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