Search found 21 matches

by MatHack
Fri Feb 09, 2024 12:09 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 15545

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?
by MatHack
Fri Jan 05, 2024 12:25 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22892

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.
by MatHack
Fri Oct 27, 2023 11:33 am
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 32999

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?
by MatHack
Fri Oct 06, 2023 12:19 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24718

Re: Friday Facts #379 - Abstract rewiring

Pop quiz: can you spot the shadow problem I want to fix next?
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.
by MatHack
Sat Sep 09, 2023 7:57 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120530

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 recyclin...
by MatHack
Mon Jun 26, 2023 3:31 pm
Forum: Fixed for 2.0
Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Replies: 1
Views: 413

[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 als...
by MatHack
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: 2589

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:
factorio-current.log
(9.67 KiB) Downloaded 118 times
factorio-previous.log
(9.87 KiB) Downloaded 123 times
by MatHack
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: 6554

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 lev...
by MatHack
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: 6554

[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.
mining-productivity-0.17.5 (seems wrong).png
mining-productivity-0.17.5 (seems wrong).png (3.02 MiB) Viewed 6554 times
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
by MatHack
Mon Mar 04, 2019 6:03 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39601

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 save games just b...
by MatHack
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: 1363

[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 aggr...
by MatHack
Fri Feb 01, 2019 6:03 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 86681

Re: Friday Facts #280 - Visual Feedback is the king

0mega wrote: ↑
Fri Feb 01, 2019 5:52 pm
Toggle roboport and exoskeleton is great. Maybe toggle all trash slots too?
Serenity wrote: ↑
Fri Feb 01, 2019 6:00 pm
"toggle logistics requests" would be nice too
Toggle trash & logistic slots sounds like a great idea, would love that as well!
by MatHack
Fri Dec 28, 2018 8:37 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 150652

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 peaceful...
by MatHack
Fri Jan 05, 2018 7:40 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338576

Re: Friday Facts #224 - Bots versus belts

In the current situation I see logi bots as a sensible replacement for belts/inserters when you're running a 8 beacon layout. The current belts/inserters just can really keep up with the speed the assembling machines 3 at that speed (speed ~9), especially for the more complex/expensive recipes that ...
by MatHack
Fri Aug 25, 2017 4:46 pm
Forum: News
Topic: Friday Facts #205 - Teaching the things that everybody knows
Replies: 110
Views: 46319

Re: Friday Facts #205 - Teaching the things that everybody knows

Middle mouse button filtering and which entities this works on. Shift+Click copying and which entities this works on. Especially stuff like copying an assembling machine to a requester chest. How to open the different info windows like electric network, kills, etc. Especially the windows with no bu...
by MatHack
Mon May 08, 2017 5:52 pm
Forum: Balancing
Topic: Speed modules cost and tier1-2-3 balancing
Replies: 28
Views: 15026

Re: [0.15.9] [Harkonnen] module crafting

I always figured it was because Speed Module 1 are used for Assembling Machines 3 and Rocket Control Units.
Those are the only items, besides the one-time Power Armor Mk2 craft, that use any of the modules as an ingredient.
by MatHack
Tue May 02, 2017 8:50 am
Forum: This Forum
Topic: Description of the Show your Creations forum
Replies: 0
Views: 847

Description of the Show your Creations forum

The description of the Show your Creations forum still refers to the blueprint string mod. Might be time to update this considering blueprint strings are now in the base game.
by MatHack
Sun Feb 19, 2017 12:23 pm
Forum: Not a bug
Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
Replies: 4
Views: 1897

Re: [0.14.22] LUA: ItemPrototype.limitations always empty

That works for me as well. Diving deeper into the problem, it seems that the #-operator only works for numeric indices. The array is filled with named indices, which is the reason the command below returns 0. Which also explains why my previous code didn't work, because I used ipairs instead of pair...
by MatHack
Sun Feb 19, 2017 11:21 am
Forum: Not a bug
Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
Replies: 4
Views: 1897

[0.14.22] LUA: ItemPrototype.limitations always empty

The property limitations of LuaItemPrototype is always empty (I double checked with the # (length) operator). If I look directly in the files in the base-mod I see that it should be filled for at least the productivity modules (which makes sense).
by MatHack
Mon Oct 24, 2016 9:51 pm
Forum: Releases
Topic: Version 0.14.15
Replies: 20
Views: 16720

Re: Version 0.14.15

FactorioBot wrote:
  • Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode.
Does this basically mean that you can get achievements on steam now even if you are playing a modded game?

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