Search found 33 matches

by Ralfinator
Sat Oct 10, 2020 8:17 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 268042

Re: [0.17+] Space Exploration WIP

This mod is so awesome, thank you for 200h+ of new gameplay. :-) There is an odd thing I just noticed, I wonder if that is deliberate: bio science pack 4 requires not only vitamelange extract but also "core fragment (vitamelange)". Every other science pack just requires one extra thing (be...
by Ralfinator
Sat Aug 29, 2020 8:39 am
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 39442

Re: round up fluids reading train inventory

mrvn you are right -- I have a rail signal right next to the train stop and it is all covered by the train stop graphics, so I accidentally connected the wire to the signal instead of the combinator. There is a "-1" on the combinator, so we'll start using that now instead of our horrible c...
by Ralfinator
Sun Aug 09, 2020 8:36 pm
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 39442

Re: round up fluids reading train inventory

Actually that you are using LTN helps avoid this problem. Some while ago I wrote a patch for LTN so the yellow constant combinator on the LTN Stop outputs a -1 signal for any fluid to unload. If you connect your pumps to the yellow constant combinator (not the train stop) and set them to '<liquid> ...
by Ralfinator
Fri Jul 31, 2020 7:51 am
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 109
Views: 39442

Re: round up fluids reading train inventory

We are also having a lot of trouble with this in our base. :( We have a single train stop where trains where 3 different liquids arrive (controlled by LTN but that's actually not terribly relevant), and we need to enable only the right pumps. Sadly, the pumps shut off before the tank is empty, due t...
by Ralfinator
Fri Jul 31, 2020 7:42 am
Forum: Duplicates
Topic: [0.18.38] Desync when putting blueprint book into game blueprints
Replies: 1
Views: 694

[0.18.38] Desync when putting blueprint book into game blueprints

After the 0.18.38 update, my friends can no longer directly access my player blueprints like before, so I wanted to move my blueprint books to the "game blueprints". Unfortunately, in 2 out of 2 cases, this lead to a desync. We use a lot of mods, but I figured this could still be worth rep...
by Ralfinator
Fri Jul 31, 2020 7:42 am
Forum: Implemented Suggestions
Topic: Reordering of train stops in schedule
Replies: 11
Views: 8429

Re: Reordering of train stops in schedule

Ooohhh I never noticed those stripes. I can confirm that this work. Thanks. :-)

It's not very easy to figure this out though, I find. But I am not entirely sure what to do about this either...
by Ralfinator
Fri Jul 31, 2020 7:41 am
Forum: Implemented Suggestions
Topic: Replace blueprint contents preserving icon+name
Replies: 3
Views: 1263

Re: Replace blueprint contents preserving icon+name

This has actually been implemented in the latest blueprint overhaul. :-)
by Ralfinator
Fri Jul 31, 2020 7:31 am
Forum: Logistic Train Network
Topic: [POLL] Message levels for unavailable train messages
Replies: 4
Views: 1757

Re: [POLL] Message levels for unavailable train messages

Looks like the latest release changes this to warning, thanks a lot. :)
by Ralfinator
Wed Jun 17, 2020 11:38 am
Forum: Implemented Suggestions
Topic: Reordering of train stops in schedule
Replies: 11
Views: 8429

Re: Reordering of train stops in schedule

FWIW, this same issue is still bugging me years later -- having recently rearranged the stops in a schedule with about 20 stops in it...
by Ralfinator
Wed Jun 17, 2020 11:37 am
Forum: Implemented Suggestions
Topic: Replace blueprint contents preserving icon+name
Replies: 3
Views: 1263

Replace blueprint contents preserving icon+name

When building up a blueprint library, I often end up needing to make small tweaks to an existing blueprint, like move an item a bit or change some combinator settings. Currently, the process for that is rather annoying: I place down the old blueprint, to my adjustments, then make a new blueprint, ma...
by Ralfinator
Wed Jun 17, 2020 11:33 am
Forum: Ideas and Suggestions
Topic: Double-click on server should start connection
Replies: 19
Views: 3401

Re: Double-click on server should start connection

What I initially wanted to say is, that double-click is the short way to add more functionality without changing the UI. But it’s in many cases not the best way.... Double-clicks are a very common piece of UI language on many platforms, and well-understood by many people. Last time I was on a mac, ...
by Ralfinator
Wed Jun 17, 2020 11:24 am
Forum: Logistic Train Network
Topic: [POLL] Message levels for unavailable train messages
Replies: 4
Views: 1757

Re: [POLL] Message levels for unavailable train messages

I laid down my reasoning for this in https://github.com/Yousei9/Logistic-Train-Network/issues/217: I care less about concrete levels, but I think no-train and empty-depot should be on the same level as "not enough resources provided". These are all similar in the sense that I need to take ...
by Ralfinator
Fri May 01, 2020 8:48 am
Forum: Ideas and Suggestions
Topic: Double-click on server should start connection
Replies: 19
Views: 3401

Double-click on server should start connection

In many places in the game, when there is a list of things and a green button below the list, double-clicking something in the list is the same as clicking once and then clicking the green button. That is great as it means I don't have to move my mouse all the way to the green button. :) But not so ...
by Ralfinator
Thu Dec 14, 2017 8:01 am
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109394

Re: Version 0.16.0

DScoffers wrote:“Slightly adjusted some recipe craft times to better reflect their ingredient count.”

Please can you specify what these are?
I am wondering the same. Would be nice not to have to check the craft time of >30 recipes ti make sure the ratios are still correct.^^
by Ralfinator
Sat Nov 04, 2017 4:55 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 91862

Re: [MOD 0.15] ModuleInserter 2.0.0

I am using this mod with factorio 0.15.37 and a few other mods. There is a serious problem: The mod is just creating modules out of nothing! I created a little module inserter configuration to put 4 productivity modules 3 into every level 3 assembler (the fact that I actually need to have those devi...
by Ralfinator
Sat Aug 26, 2017 7:11 am
Forum: Implemented Suggestions
Topic: Reordering of train stops in schedule
Replies: 11
Views: 8429

Reordering of train stops in schedule

When optimizing a train path, e.g. after doing some change to the layout of the rail network, it would be really useful to be able to reorder train stops in the train's schedule. Currently, one has to delete a stop and then re-create it and hopefully not screw up the conditions. Instead, there shoul...
by Ralfinator
Sat Nov 19, 2016 5:00 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 44993

Re: Friday Facts #165 - Death by a thousand cuts

We were having some performance trouble in our 3-player game, so all this optimization work is very appreciated :) One thing we found to be particularly expensive is battles. Essentially everything would run smoothly, until one of us went head-on into a large-ish Biter base and throws grenades at ev...
by Ralfinator
Tue Oct 04, 2016 1:16 pm
Forum: Duplicates
Topic: Bad experience with 0.14 multiplayer: Slow map download, lag
Replies: 2
Views: 1470

Re: Bad experience with 0.14 multiplayer: Slow map download, lag

Thanks for the fast response! Good to hear you are working on the download speed :) As far as I know, B's computer is actually faster than A's; it's certainly faster than C's who had less problems. The only workaround is to slow down the game simulation. (/c game.speed = 0.5) for example. This way, ...
by Ralfinator
Mon Oct 03, 2016 10:28 am
Forum: Duplicates
Topic: Bad experience with 0.14 multiplayer: Slow map download, lag
Replies: 2
Views: 1470

Bad experience with 0.14 multiplayer: Slow map download, lag

After a long pause due to vacations, I started again playing some Factorio multiplayer with two friends. So we upgraded our games to 0.14.12 and were excited to test the new multiplayer code. Unfortunately though, things overall worked less well than they did on 0.13. I will try to describe some of ...
by Ralfinator
Sun Oct 02, 2016 7:43 pm
Forum: Mods
Topic: [MOD 0.13] Score Extended - rocket score replacement
Replies: 94
Views: 36734

Re: [MOD 0.13] Score Extended - rocket score replacement

Despite what it says on the first page, the mod does not actually seem to be multiplayer compatible. We just opened this mod on an existing map, and the moment I enabled the "Autolaunch", the game crashed for the host with some indexing exception in this mod.

This is using version 1.0.20.

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