Search found 34 matches

by Semaphor
Sun Dec 22, 2024 3:44 pm
Forum: Ideas and Suggestions
Topic: Use Crusher on land to grind stone bricks, concrete
Replies: 0
Views: 192

Use Crusher on land to grind stone bricks, concrete

TL;DR
Use the crusher on land to grind down stone, concrete and refined concrete into stone (and ore, optionally).


What?
Use the crusher on land to crush stone bricks into stone. This can be extended to concrete and refined concrete, but the result would need to automatically crush down to ...
by Semaphor
Thu Dec 12, 2024 1:19 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.23] Wire length limits different for selector combinator
Replies: 6
Views: 418

[boskid][2.0.23] Wire length limits different for selector combinator

What did you do?
Attaching wires from power pole to combinator. I noticed the wire was too long for a regular decider combinator (this is fine) but for some reason the wire was able to reach a selector combinator a bit further away.


What happened?
Selector combinator has a longer wire.


What ...
by Semaphor
Fri Dec 06, 2024 6:55 pm
Forum: Ideas and Suggestions
Topic: Don't close factoriopedia window by off-clicking
Replies: 1
Views: 121

Don't close factoriopedia window by off-clicking

TL;DR
When factoriopedia is open, if you click anywhere but on the window, it will close.


What?

When you have the inventory open and want to take a look at factoriopedia, you can do so without it closing your inventory. But once the factoriopedia window opens and has focus, as soon as you ...
by Semaphor
Wed Dec 04, 2024 12:44 pm
Forum: Ideas and Suggestions
Topic: Optional circuit-controlled rocket launch mode
Replies: 4
Views: 687

Re: Optional circuit-controlled rocket launch mode

+1

Right now its impossible to send up less than one stack of an item. You need two silos (one to read contents, one to read requests) to get the right amount of items into the silo.

But no way to launch.
by Semaphor
Fri Sep 30, 2022 2:34 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 380584

Re: [MOD 0.13.17+] Rampant

New bug - popup when defending against large group.

The version of Rampant - 3.1.2
What is your map evolution - 91% last I checked.
Was Rampant added at the start of a game - yes.
A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses ...
by Semaphor
Sat May 02, 2020 11:15 pm
Forum: Not a bug
Topic: [0.17.79] Multiplayer able to trade from long distance
Replies: 1
Views: 856

[0.17.79] Multiplayer able to trade from long distance

Not sure if it's reproducible in 0.18, but in the latest 0.17, if you are playing with someone and, while close by, you click on them to open their inventory and trade, they can walk away while still being able to trade. I was able to give my friend items from over a dozen chunks away.
by Semaphor
Sat Jun 22, 2019 9:19 pm
Forum: Pending
Topic: [kovarex] [0.17.50] Crash on save: "inboundSignal->getReservation() == nullptr was not true"
Replies: 1
Views: 1063

[kovarex] [0.17.50] Crash on save: "inboundSignal->getReservation() == nullptr was not true"

I am unsure how this bug was caused, but looking at the logs, it seems it has something to do with trains. I had two trains deadlocked on a bi-directional rail.
by Semaphor
Mon Feb 26, 2018 3:27 am
Forum: Minor issues
Topic: [0.16.25] Ground/visible after placing water (waterfill mod)
Replies: 2
Views: 1702

[0.16.25] Ground/visible after placing water (waterfill mod)

Some of the new dirt decorations don't disappear when water is placed over it (using the waterfill mod). This could be a bug with the mod?
by Semaphor
Thu Feb 22, 2018 10:19 pm
Forum: Duplicates
Topic: [0.16.25] Rotating belt causes belt items to disappear
Replies: 2
Views: 1332

[0.16.25] Rotating belt causes belt items to disappear

Reproduce steps:
- Fill a belt with stuff.
- Cause the belt to be backed up.
- Rotate one of the belts that's full.
- Witness that things disappear.


When the belt items "disappear", they actually become stacked at the end of the belt. By picking up that belt, you're picking up these super stacks ...
by Semaphor
Wed Feb 07, 2018 2:24 pm
Forum: Ideas and Suggestions
Topic: Where is my "Portable Nuclear Reactor" for my power armor?
Replies: 8
Views: 6333

Re: Where is my "Portable Nuclear Reactor" for my power armor?

It would be nice to replace the fusion reactor with a Radioisotope Thermoelectric Generator (RTG, RITEG). Fusion isn't used anywhere else and we can't build fusion power plants. But we already have nuclear plants, so it's just a modification to that technology.
by Semaphor
Fri Feb 02, 2018 9:18 pm
Forum: Texture Packs
Topic: [Request] Mechanical Computer for Mod.
Replies: 0
Views: 2972

[Request] Mechanical Computer for Mod.

My mod will add computers to the game. I envision there being multiple types computers, starting with a "Babbage steam engine" to modern computers. The Babbage steam engine is the only one that moves and has an animation. The others would be static images (or maybe animated with blinking lights ...
by Semaphor
Wed Jan 31, 2018 7:15 pm
Forum: Modding discussion
Topic: Science without Science packs?
Replies: 3
Views: 1854

Re: Science without Science packs?

steinio wrote:You mean like this mod: https://mods.factorio.com/mod/timed_technology
This is perfect. I'll give it a go. Thanks.
by Semaphor
Wed Jan 31, 2018 1:51 am
Forum: Modding discussion
Topic: Science without Science packs?
Replies: 3
Views: 1854

Science without Science packs?

I'm toying around with the idea of removing the need for science packs. I'd like the Lab to progress science forward using electricity only (and time). Is this possible or is the science pack requirement hard-coded in the game?
by Semaphor
Fri Jun 16, 2017 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 10232

Re: [0.15.21] oil, stone, uranium nowhere to be found

Can you test this bug (with the console commands as well) in such a prior version, for comparison purposes?

Loaded up 0.14.23. Looks like the same issue exists. I even teleported out to -12000,-12000 to see if I can get larger resource blobs. Same issue, no oil or stone.

I used RSO mod for ages ...
by Semaphor
Fri Jun 16, 2017 3:06 am
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 10232

Re: [0.15.21] oil, stone, uranium nowhere to be found


"Very low Very small" resources should be hard to find, but it is a bug when they are impossible to find.

Indeed. Something changed in the last minor revision. I've always played my games with those ultra low settings and there have always been oil and uranium, even if they were dozens of chunks ...
by Semaphor
Thu Jun 15, 2017 11:28 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings
Replies: 20
Views: 10232

[TOGos] [for 0.16] [15.21] oil, stone, uranium do not spawn with minimal settings

I've generated a world with only Iron, copper, and coal. No Oil, Uranium and stone.

Settings: Everything to "Very Low"; All size to "Very Small"; Iron/Copper "Very good", Stone/Coal/Uranium at "Regular", and Oil at "Very Poor".

I ran a few regeneration of these settings and it's consistent.

No ...
by Semaphor
Fri Dec 02, 2016 7:12 pm
Forum: News
Topic: Friday Facts #167 - Reactors Operational
Replies: 120
Views: 65304

Re: Friday Facts #167 - Reactors Operational

Doesn't a reactor require water to keep the rods submerged and cool? Looks like the reactor is just providing heat for the boilers to turn water into steam.

i'm Still Hoping for Slightly Logical Reactors... like Different Fuels, RTGs, Uranium Enrichment, High Perssure Turbines, Better Pumps, etc ...
by Semaphor
Thu Dec 01, 2016 7:59 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 428
Views: 293546

Re: Performance optimization - post your saves

A big FPS slowdown I've seen can be reproduced without mods or a save:

1. Have a large parcel of land that is paved. I mean HUGE.
2. Grab a blueprint of that massive area of paved land so you get a blueprint of nothing but paved area.
3. have the blueprint in hand so you get a "ghosted" copy of the ...
by Semaphor
Sun Nov 27, 2016 6:39 pm
Forum: Ideas and Requests For Mods
Topic: [Idead/Request] A Roboport with grid
Replies: 0
Views: 898

[Idead/Request] A Roboport with grid

Having a grid in a roboport could be cool. Things you could put into the grid would be:

- More batteries for added recharge power.
- A fusion reactor so that the roboport could be self sufficient without the need for a power grid.
- Some sort of new item that modifies the roboport's construction ...
by Semaphor
Sat Nov 26, 2016 5:40 pm
Forum: Modding help
Topic: Custom metadata associated with an item
Replies: 4
Views: 2075

Custom metadata associated with an item

I'm wondering if this is possible. I'd like to create an item you use for selecting entities. This item would save a list of entities for later use. Then, when using the item, it would refer to the saved list within the item itself rather than a global variable. Is there a way to assign metadata to ...

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