Search found 28 matches
- Thu Feb 20, 2025 9:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Add ability to parameterize request multiplier
- Replies: 2
- Views: 453
Re: [2.0] Add ability to parameterize request multiplier
I would love to see the option to set the request multiplier via a parameter.
- Thu Feb 20, 2025 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Use logistic group multiplier when auto-configuring a requester chest
- Replies: 8
- Views: 1204
Re: Use logistic group multiplier when auto-configuring a requester chest
I would love to see this implemented as well.
- Sat Feb 15, 2025 10:23 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Crash saving, this->busyRobotLink.isLinked() check fails (ConstructionRobot)
- Replies: 5
- Views: 2722
Re: [2.0.21] Crash saving, this->busyRobotLink.isLinked() check fails (ConstructionRobot)
Thanks for reporting this issue. Can you reproduce the crash? Do you remember which objects you removed and where?
I just had this crash in 2.0.34. I was removing some stuff on Aquilo, including a heatpipe leading to a roboport. I think the crash was caused by a roboport that gets frozen over ...
- Sat Jan 04, 2025 6:43 am
- Forum: Ideas and Suggestions
- Topic: Group productivity bonuses per research
- Replies: 11
- Views: 1391
Re: Group productivity bonuses per research
This could cause problems for mods that upgrade the same bonuses with different research (e.g. one that upgrades all three types of asteroid processing, and one that only upgrades metalic asteroids). What we need is some kind of category system to group related recipes, and then you can only ...
- Tue Nov 26, 2024 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.21] Belt stack bonus in bonuses screen does not indicate Recylcer
- Replies: 1
- Views: 1061
[Rseding91] [2.0.21] Belt stack bonus in bonuses screen does not indicate Recylcer
On the bonuses screen the Stack size bonus only indicates the Stack inserter and Big mining drill, but it also affects the stack size the Recycler puts out.
So the Recyler icon should be added to the bonus tile shown below.
So the Recyler icon should be added to the bonus tile shown below.
- Sun Nov 24, 2024 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.21] Disabled formula for a parameter is still used
- Replies: 1
- Views: 522
[Kovarex] [2.0.21] Disabled formula for a parameter is still used
Parameterized blueprints: For integer parameters, if you have filled in a formula and then disable the formula by unchecking the formula-checkbox, when placing the blueprint you do not get asked to input a value (as expected), instead the formula is still used.
Formula_parameter.png
In the ...
Formula_parameter.png
In the ...
- Sat Nov 23, 2024 7:42 am
- Forum: Ideas and Suggestions
- Topic: Group productivity bonuses per research
- Replies: 11
- Views: 1391
Group productivity bonuses per research
TL;DR/Why?
To make the Bonuses screen more readible I would suggest grouping the productivity bonuses per research or result item(s).
What
Currently each recipe productivity has its own tile, while military bonuses are grouped. I think grouping them based on which research unlocks the next ...
To make the Bonuses screen more readible I would suggest grouping the productivity bonuses per research or result item(s).
What
Currently each recipe productivity has its own tile, while military bonuses are grouped. I think grouping them based on which research unlocks the next ...
- Fri Feb 09, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 122
- Views: 45335
Re: Friday Facts #397 - Factoriopedia
Helpful feature, just a question about the keybinding:
Considering Alt is bound to Alt-mode, wouldn't Alt + LMB toggle the alt mode every time you use it to open the new feature?
Considering Alt is bound to Alt-mode, wouldn't Alt + LMB toggle the alt mode every time you use it to open the new feature?
- Fri Jan 05, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 65667
Re: Friday Facts #392 - Parametrised blueprints
Lovely feature, great, I would like to request the possibility to set value to a (formula based on) stack size of the selected item.
- Fri Oct 27, 2023 11:33 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 77511
Re: Friday Facts #382 - Logistic groups
Great stuff, two questions arose:
1. The rocket recipe changes are only when you play with the expansion enabled I take it, or are RCU not used for the vanilla rocket as well in 2.0?
2. Can you set filters for the slots in the rocket?
1. The rocket recipe changes are only when you play with the expansion enabled I take it, or are RCU not used for the vanilla rocket as well in 2.0?
2. Can you set filters for the slots in the rocket?
- Fri Oct 06, 2023 12:19 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 53820
Re: Friday Facts #379 - Abstract rewiring
Inserter claw shadows don't seem to line up with the direction of the sun. If I compare the angle of the power pole shadow and the angle of the claw shadow there seems to be a mismatch.Pop quiz: can you spot the shadow problem I want to fix next?
- Sat Sep 09, 2023 7:57 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 303823
Re: Friday Facts #375 - Quality
In general I like this idea, it adds new options and/or complexity to the end game. I also like the fact that it's optional, if it was forced I'd think it would introduce too much complexity in the mid-game. I also very much like the recycler. Currently I have my own (private) mod that adds ...
- Mon Jun 26, 2023 3:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
- Replies: 1
- Views: 1263
[boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Put an empty blueprint straight from the toolbar into the blueprint library (either 'My blueprints' or 'Game blueprints'). Then pickup that empty blueprint and select something to blueprint and set the name (yes I clicked the set name button), when you create the blueprint the name is gone. This ...
- Fri Jan 22, 2021 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.13] Crash drag placing 2rd cargo wagon in a row
- Replies: 4
- Views: 3676
Re: [1.1.13] Crash drag placing 2rd cargo wagon in a row
Same problem here, only goes wrong when dragging to build, just clicking them behind a locomotive goes fine, it's the dragging that crashes.
also tried multiple times:
also tried multiple times:
- Mon Mar 04, 2019 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 8673
Re: [0.17.5] mining productivity migration script too generous
I have only "Mining productivity 1" now but +50% productivity so i can confirm this behaviour.
Sure, but that's expected and documented. The issue is whether 50% for the first step is too generous.
No, that's not expected, it says +10% for Mining productivity 1 in-game, not +50%.
Each ...
- Mon Mar 04, 2019 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 8673
[0.17.5] mining productivity migration script too generous
I went from 14% mining productivity in 0.17.4 to 50% in 0.17.5, that seems a bit too generous.
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
- Mon Mar 04, 2019 6:03 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 49729
Re: Version 0.17.5
Balancing
Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.
for older savegames too?
Yes, I specifically made a change to prevent breaking older ...
- Sat Mar 02, 2019 8:21 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Compilatron kited aliens to my new base
- Replies: 2
- Views: 1819
[abregado][0.17.4] Compilatron kited aliens to my new base
After researching 'Escape pod blackbox' you get the messages saying:
Collect some of you equipment
Escape towards the east... (etc.)
Seeing the first message I (ofcourse) collected everything I could and afterwards I moved to the east. Meanwhile Compilatron is running around saying "Native ...
Collect some of you equipment
Escape towards the east... (etc.)
Seeing the first message I (ofcourse) collected everything I could and afterwards I moved to the east. Meanwhile Compilatron is running around saying "Native ...
- Fri Feb 01, 2019 6:03 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 119537
- Fri Dec 28, 2018 8:37 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 220809
Re: Friday Facts #275 - 0.17 Science changes
I do like most of the announced changes, but here are some comments I have.
Pipes in Logistics science packs
I'd say no. The first builds/items you craft already require a lot more iron than copper, that will make it even more skewed towards iron.
Military science packs
Being able to play a ...
Pipes in Logistics science packs
I'd say no. The first builds/items you craft already require a lot more iron than copper, that will make it even more skewed towards iron.
Military science packs
Being able to play a ...