Search found 33 matches
- 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...
- 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...
- 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> ...
- 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...
- 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...
- 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...
It's not very easy to figure this out though, I find. But I am not entirely sure what to do about this either...
- 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.
- 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.
- 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...
- 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...
- 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, ...
- 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 ...
- 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 ...
- Thu Dec 14, 2017 8:01 am
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 109394
Re: Version 0.16.0
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.^^DScoffers wrote:“Slightly adjusted some recipe craft times to better reflect their ingredient count.”
Please can you specify what these are?
- 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...
- 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...
- 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...
- 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, ...
- 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 ...
- 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.
This is using version 1.0.20.