Search found 119 matches
- Mon Apr 13, 2020 2:27 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 32006
Re: [MOD 0.17+] Adamo Mods
Playing another playthrough, thought of a little request that would make things a little nicer when using nuclear together with the reaction kettle. Specifically, swapping the ingredient order on the *-hex -> *-oxide recipes, so that water is the first ingredient. This allows multiple different grad...
- Sat Jan 18, 2020 12:58 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42003
Re: Friday Facts #330 - Main menu and File Share Shenanigans
FWIW, I've run a QNAP box continuously for about three years with no issues -- including doing a chassis-transplant to upgrade it. It sounds like you guys got quite unlucky there. That said, there's no such thing as a magical perfectly working NAS. That includes spending six figures on scale-out har...
- Fri Jan 10, 2020 7:01 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36763
Re: Friday Facts #329 - Campaign reassessment
A significantly less long-winded post, but based on Main Problem: At the end of each 'chapter' the number of different situations the player could have gotten themselves into is near infinite. This makes it very difficult to predict the state the player is in, and construct an appropriate challenge....
- Sat Dec 28, 2019 6:50 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 58048
Re: Friday Facts #327 - 2020 Vision
I have a potentially simple solution for including the *bit* of a nudge for adjusting the tutorials (the whole game, really) towards automation over manual crafting: Remove the handcraft recipes for science packs. That would mean that players would be forced to lay down an assembler to create the sc...
- Sun Nov 24, 2019 9:30 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 32006
Re: [MOD 0.17+] Adamo Mods
I would normally not double-post, but the above was already a monster. I'm not sure what went wrong when you tried it, but the electric energy source works fine as far as I can tell. I've pushed a 1x1 5MW "Electric Heater" into ANE 0.0.2, if you want to verify and/or use any of my prototyp...
- Sun Nov 24, 2019 2:44 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 32006
Re: [MOD 0.17+] Adamo Mods
And you said it took *you* a long time to respond... Anyway: - I tried to make anything I did there properly prefixed to not cause collisions if you make it 1st party - Anything you think would be appropriate for your primary mod I think should go there. A single monolithic and consistent entity is...
- Sat Nov 09, 2019 12:09 am
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 32006
Re: [MOD 0.17+] Adamo Mods
A 1x1 reactor using LEU fuel cells would be a nice addition for precise usage. Just for you then :) https://mods.factorio.com/mod/an-extension It's very alpha (AKA the graphics are 0% complete)... but it's 3MW of LEU consuming 1x1 reactor, and it works in my world. Depends on both Cinefaction and N...
- Thu Oct 31, 2019 10:58 pm
- Forum: Mods
- Topic: [MOD 0.17+] Adamo Mods
- Replies: 81
- Views: 32006
Re: [MOD 0.17+] Adamo Mods
I have an idea that falls somewhere between "request" and "request for implementation advice since I've not done much mod-writing". I'm in love with the heat-powered reaction vessels -- by virtue of being small and heat-powered, it turns nearly all of the complexity into "ho...
- Thu Oct 31, 2019 10:34 pm
- Forum: Not a bug
- Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
- Replies: 2
- Views: 1405
Re: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
Well, I was thinking that was quite the improbable reason, but a kernel memtest came back with two failing bytes. It's circumstantial at best (since vmem means we have no idea if Factorio was sitting on 0x00000003917af088 at the time), but seems like a reasonably compelling explanation if nobody els...
- Sun Oct 27, 2019 8:26 pm
- Forum: Not a bug
- Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
- Replies: 2
- Views: 1405
[0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
I have no idea what I was doing that would replicate this -- I think I was scrolling to try to zoom out while having hovered over something?
Anyway, save file and log are attached. Hopefully those are more useful than my memory of my actions is.
Anyway, save file and log are attached. Hopefully those are more useful than my memory of my actions is.
- Fri Oct 25, 2019 10:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 51464
Re: Friday Facts #318 - New Tooltips
A couple additional comments -- When I first saw the "Burnable Fuel" icon, I did a double-take, and said "Wait, but how do you get the oil into the boiler?". Then I realized that it was talking about solid fuel. Point is that the icon really looks "liquidey" to me, and ...
- Sat Oct 05, 2019 4:20 am
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 35102
Re: Friday Facts #315 - New test servers
Current systems engineer, and I think wube made the right choice re: test hardware. You have different priorities and make different decisions when you're in the 'S' part of SMB than you do in the 'M' part. I would never put that stuff in my network, but I have different focuses/needs/requirements ...
- Wed Oct 02, 2019 7:08 pm
- Forum: Duplicates
- Topic: [0.17.69] (Modded) heat box energy source disconnects from grid
- Replies: 3
- Views: 2027
[0.17.69] (Modded) heat box energy source disconnects from grid
The "Heat Furnace" mod provides furnaces powered by heat, with heatpipe connections. I have a circumstance where: Build some heat furnaces Get them up to temperature Build some more furnaces (also some ghosts) Some subset of the initial furnaces disconnect from the grid After the grid is h...
- Fri Sep 20, 2019 9:37 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 28065
Re: Friday Facts #313 - Light at the end of the bug tunnel
Hey, on the bright side, it means that Factorio has hit it big enough that "the devs go take a vacation" counts as news.
- Fri Aug 30, 2019 9:58 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 44165
Re: Friday Facts #310 - Glowing Heat pipes
some people cant just be happy with the glowing pipes they need more immersion into the colors and brightness, but i think it looks great, so keep up the good work! don't worry, I give it a month before there is a mod allowing complete rbg control over the heat pipe glow color... and a week before ...
- Tue Jul 30, 2019 4:47 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43591
Re: [MOD 0.16.x] Whistle Stop Factories
For context, this is in regards to a bug a few people have had with WST 0.2.2. In some situations, technology researched before the version was updated does not get unlocked. I've attached a save file to this post which demonstrates the issue. E: Bug resolved in 0.2.3, so no point in leaving the sav...
- Fri Jul 26, 2019 9:11 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 321123
Re: Friday Facts #305 - The Oil Changes
Two comments WRT the "just put a pipe down either side" discussion: 1. I think that putting the relevant recipe onto the normal chem plant would work better. That way you only introduce the single new building, and it's a bit more compact for the worse production rate. When you get Advance...
- Sat Jul 20, 2019 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash on linux
- Replies: 10
- Views: 5452
Re: Crash on linux
I'm going to join in this one, with a bit more details: - Factorio 0.17.58 - Ubuntu 16.04 / 40GB mem For me, it crashes on load approximately 30% of the time, at varying parts of the way through "loading sprites". 57% seems to be a favorite, but I've seen numbers in the 60's and 70's. Give...
- Sat Jul 20, 2019 10:20 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236365
Re: Friday Facts #304 - Small bugs; Big changes
First off, a THANK YOU for returning obstacle avoidance to the rail planner. It's way more awkward than it used to be (Still requires holding down shift the entire time, thus preventing clockwise rotation), but at least I can go back to playing my "rails through a forest" world again. Seco...
- Fri Apr 12, 2019 9:56 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 39184
Re: Friday Facts #290 - Rail building changes & High-res icons
So players may care about 5 bits of rail configuration - Place ghosts - Destroy trees - Destroy rocks - Destroy cliffs - Use landfill and this change reduces the available configurations, in order to simplify the input mode. Would it be reasonable to let the player customize the behaviour of shift ...