Search found 119 matches

by zebediah49
Mon Apr 13, 2020 2:27 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 27930

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...
by zebediah49
Sat Jan 18, 2020 12:58 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 37659

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...
by zebediah49
Fri Jan 10, 2020 7:01 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 32785

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....
by zebediah49
Sat Dec 28, 2019 6:50 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 52104

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...
by zebediah49
Sun Nov 24, 2019 9:30 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 27930

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...
by zebediah49
Sun Nov 24, 2019 2:44 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 27930

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...
by zebediah49
Sat Nov 09, 2019 12:09 am
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 27930

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...
by zebediah49
Thu Oct 31, 2019 10:58 pm
Forum: Mods
Topic: [MOD 0.17+] Adamo Mods
Replies: 81
Views: 27930

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...
by zebediah49
Thu Oct 31, 2019 10:34 pm
Forum: Not a bug
Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
Replies: 2
Views: 1222

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...
by zebediah49
Sun Oct 27, 2019 8:26 pm
Forum: Not a bug
Topic: [0.17.74] Crash: "traversestrongtable at .../lgc.c:437"
Replies: 2
Views: 1222

[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.
by zebediah49
Fri Oct 25, 2019 10:14 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46059

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 ...
by zebediah49
Sat Oct 05, 2019 4:20 am
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 31411

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 ...
by zebediah49
Wed Oct 02, 2019 7:08 pm
Forum: Duplicates
Topic: [0.17.69] (Modded) heat box energy source disconnects from grid
Replies: 3
Views: 1825

[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...
by zebediah49
Fri Sep 20, 2019 9:37 pm
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 25429

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.
by zebediah49
Fri Aug 30, 2019 9:58 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 39899

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 ...
by zebediah49
Tue Jul 30, 2019 4:47 am
Forum: Mods
Topic: [MOD 0.16.x] Whistle Stop Factories
Replies: 105
Views: 38701

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...
by zebediah49
Fri Jul 26, 2019 9:11 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274937

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...
by zebediah49
Sat Jul 20, 2019 11:45 pm
Forum: Resolved Problems and Bugs
Topic: Crash on linux
Replies: 10
Views: 4784

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...
by zebediah49
Sat Jul 20, 2019 10:20 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 203558

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...
by zebediah49
Fri Apr 12, 2019 9:56 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35466

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 ...

Go to advanced search