Search found 86 matches

by purdueme91
Fri Mar 06, 2020 5:53 pm
Forum: News
Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
Replies: 74
Views: 7897

Re: Friday Facts #337 - Statistics GUI and Mod Debugger

I feel that the UI would be easier to understand if we added both the current and max values on all bars; this would answer at a glance: - What is my current max production capacity? - What is my current max capacity? - How much spare capacity do I have? This ^^^^ needs to be implemented. Helps wit...
by purdueme91
Fri Oct 25, 2019 5:01 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 14276

Re: Friday Facts #318 - New Tooltips

If you guys are polishing up the GUI, I want to add this as a suggestion. With electricity, you never know what your surplus or deficit is currently running. You just have a yellow bar that you have to guess how many steam engines to add and it never seems to be enough. Or how much demand can I add ...
by purdueme91
Mon Jan 28, 2019 1:17 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 183
Views: 31906

Re: [MOD 0.15.x] Mining Space Industries

In my opinion, I think you need to re-balance the atomic bomb cargo. In my current playthrough, it requested 6 atomic bomb cargoes. Here's my math: 1 cargo=10,000 bombs 1 bomb=20 U235=200,000 U235 1 U235=3 U238 through Koverex process=600,000 U238 1 U238=10 U ore=6,000,000 ore So 36,000,000 total Ur...
by purdueme91
Tue Jan 22, 2019 5:33 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 183
Views: 31906

Re: [MOD 0.15.x] Mining Space Industries

This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way. Thanks in advance for what I'm sure will be an awesome playthrough! I'm playing w...
by purdueme91
Mon Oct 01, 2018 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
Replies: 7
Views: 883

Re: [0.16.51] Error: "Direct3D device lost during loading of sprites"

Update: I loaded driver dated 9.18.18 and have not seen the lockup since. The qualification is that I haven't played a lot of sessions since I posted and played this weekend without anything else in the background (libre office and brave browser are my most common ones). Did a number of starts then ...
by purdueme91
Fri Sep 21, 2018 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
Replies: 7
Views: 883

[0.16.51] Error: "Direct3D device lost during loading of sprites"

The issue I have is that maybe 10-15% of the time when I start Factorio, the game will freeze and stop loading. And it always happens at the same point of the loading sequence. It will say either "cropping bitmaps" or "loading sprites" and be stuck at 40% load. The cropping bitmaps is generally the ...
by purdueme91
Fri Aug 17, 2018 2:48 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 19906

Re: Friday Facts #256 - The little things 3

Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base
by purdueme91
Fri Aug 10, 2018 3:57 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 21068

Re: Friday Facts #255 - Construction tools

I agree with the concern that adding an extra click after hitting Q while holding a blueprint is going to be annoying, but I'm wondering if maybe it won't because people will more often use copy past functionality than blueprints. I know most of what I do is Delete old blueprint>shift select new se...
by purdueme91
Thu Aug 09, 2018 5:03 pm
Forum: General discussion
Topic: Best Factorio feature
Replies: 15
Views: 2190

Re: Best Factorio feature

Blueprints+personal robo port Close second is the mods. First one lets me not reinvent the wheel every single game and I can look at optimizing and making things better/bigger than I had before. Second one lets me ramp the difficulty up or down and just completely change the game play (seablock, any...
by purdueme91
Thu Aug 09, 2018 4:50 pm
Forum: General discussion
Topic: My guide to "There is no spoon" (15.X version)
Replies: 48
Views: 50241

Re: My guide to "There is no spoon" (15.X version)

I got both of these in a weekend couple of weeks ago. Was just messing around in vanilla and realized that on the railworld base I was making that at about 9 hours in, that I could actually get the No time for Chit Chat, Made it with like 10 minutes to spare. Then I went through the base and startin...
by purdueme91
Fri Jun 08, 2018 5:15 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 24801

Re: Friday Facts #246 - The GUI update (Part 3)

I hope one area for a GUI/interface that gets looked at is the electricity supply/demand. It should be on its own button for one thing. And the whole satisfaction/production graph is just confusing. My big gripe is that when I'm in deficit, how many power plants do I need to add? My suggestion is a ...
by purdueme91
Mon Apr 02, 2018 2:20 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1748
Views: 259914

Re: pY Coal Processing - Discussion

Okay, so I am lost. How do you make bone meal for green science? There are no recipes listed when I search in "what's it really used for". Ulric ranch has no recipes available and I am completely through with all red science. EDIT: The bonemeal recipe is not unlocked when coal processing 1 is resear...
by purdueme91
Tue Mar 20, 2018 7:45 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

Ouch, something (factorio beta update?) just switched the order of inputs for all my 2-input standard chemical plant input recipes, so my factory is broken :(. Anyone else get hit by that? I can fix, might take an hour though, i have hundreds to fix. Maybe there's a smarter way than just replumbing...
by purdueme91
Wed Mar 14, 2018 2:02 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

Where do the bugs get listed for fixing/updates?

I'll list what I've found in a more official place.
by purdueme91
Mon Mar 12, 2018 1:48 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

So found something else and can't find out where it is defined to fix it. The long fast inserter (and am assuming the long stack inserter and if there is a long fast stack inserter) isn't long handed. I couldn't find anywhere that the reach and speed are defined. I just tried changing the ingredient...
by purdueme91
Sat Mar 10, 2018 2:47 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

I ended up not getting pitchblende on my current map without RSO. I had to console in a patch. My try with RSO could have been better if I had some granitic close. I think i didn't have lead either.
by purdueme91
Thu Mar 08, 2018 2:59 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

Wow, forum has gone dead. Anyway, still more suggestions. Working on removing wood and resin from my bus. Down to solder flux for resin and steel tooling/smokeless powder for wood. Steel tooling has an alternate recipe but smokeless powder doesn't. So was thinking of adding a synthetic wood recipe u...
by purdueme91
Tue Mar 06, 2018 2:10 pm
Forum: Mods
Topic: [MOD 0.18] Xander Mod v3.4.3
Replies: 697
Views: 133729

Re: [MOD 0.16] Xander Mod v1.5.1

More digging and playing last night. 1) flamethrower ammo cannot be crafted by anything because of the two liquid inputs. It's set-up as "crafting-with-fluids" which has no assemblers that can do that. I kept the recipe and changed category to "basic-chemistry" so it can be crafted at least in the c...

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