Search found 358 matches

by Kyralessa
Mon Oct 18, 2021 7:31 am
Forum: Gameplay Help
Topic: How many ticks does it takes for an item to move through a belt ?
Replies: 15
Views: 476

Re: How many ticks does it takes for an item to move through a belt ?

Also when there is no place for the items to go, the whole line stops while in fact all those items should get squashed more and more and finally be thrown out of a belt and onto a ground. How could we be so blind here? This will create so many new challenges for a players since they will have to h...
by Kyralessa
Fri Oct 15, 2021 6:24 am
Forum: Duplicates
Topic: Visual Bug in Walls After Adjacent Cliff Destroyed
Replies: 2
Views: 124

Re: Visual Bug in Walls After Adjacent Cliff Destroyed

So you've posted a visual bug without any visuals...
by Kyralessa
Fri Oct 08, 2021 7:09 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 20
Views: 8647

Re: New Feature: Allow reordering logistics requester slots

You cannot know, how I use the slots. You may solve a problem, where others have none. It’s just not how these things should be developed. Right, but in this case, having a used item open its slot isn't a problem, because right now that does nothing. The item is red. If you click on it anyway, noth...
by Kyralessa
Tue Oct 05, 2021 6:42 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 20
Views: 8647

Re: New Feature: Allow reordering logistics requester slots

No, clicking an item with red background just beeps and says the item is already requested. That's the change I suggested. Clicking should just open the existing request for editing. That the item has a red background doesn't help me find it in the long list of request slots. I agree, this makes se...
by Kyralessa
Mon Sep 27, 2021 1:31 pm
Forum: General discussion
Topic: Nostalgia..
Replies: 12
Views: 529

Re: Nostalgia..

Have you considered updating and using a mod that restores the alien artifacts?

This one, for instance, says it makes the aliens drop artifacts which you can craft into space science packs, I guess as an alternative to launching rockets:

https://mods.factorio.com/mod/AlienSpaceScience
by Kyralessa
Sat Sep 25, 2021 9:34 am
Forum: Ideas and Suggestions
Topic: Essence of Games, Factorio game enrichment.
Replies: 10
Views: 437

Re: Essence of Games, Factorio game enrichment.

[Moderated by Koub : Off topic.]
by Kyralessa
Mon Sep 13, 2021 11:00 am
Forum: Not a bug
Topic: [1.1.38] crash if atempting to update a game when the exe was renamed
Replies: 5
Views: 384

Re: [1.1.38] crash if atempting to update a game when the exe was renamed

What OS are you using? If it's Windows, you can create a shortcut and rename that instead of factorio.exe.

If you're using Mac or Linux, I can't help you, but perhaps there's something similar you could do.
by Kyralessa
Sun Sep 12, 2021 6:57 am
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 2342

Re: Can we please make constructions bots avoid fire?

It seems we're back at the old split, between those who regard design challenges, any possibility of failure at all, as the point of play, and those who regard them as impediments. Very much so. Agreed. I wonder if it's possible to make a mod that doesn't make bots completely invulnerable, but simp...
by Kyralessa
Fri Sep 10, 2021 8:46 am
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 2342

Re: Can we please make constructions bots avoid fire?

mrvn wrote:
Fri Sep 10, 2021 5:40 am
NO, I want them to be changed because the current behavior is just plain stupid.
Ah, the classic "insult the developers so they'll make the change you want." :roll:
by Kyralessa
Fri Sep 10, 2021 3:52 am
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 2342

Re: Can we please make constructions bots avoid fire?

mrvn wrote:
Thu Sep 09, 2021 5:42 pm
I'm not using flame throwers. The aliens are. :) There are mods that change the kind of damage the spiters do to fire.
So you think the base game should be changed because you happen to be using a mod that makes it harder for your bots to survive?
by Kyralessa
Thu Sep 09, 2021 12:50 pm
Forum: Ideas and Suggestions
Topic: Save spidertrons in blueprint.
Replies: 10
Views: 905

Re: Save spidertrons in blueprint.

That would be a million times nicer than hour of tedium I just spent setting up all the logistic options, grid equipment, & paint-jobs, on a posse of Spidertrons,... however, I'm trying to copy them right now and it's not working. The copy selection completely ignores spiders, as does the bluep...
by Kyralessa
Thu Sep 09, 2021 12:47 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 2342

Re: Can we please make constructions bots avoid fire?

Why should bots be immune to damage when no other factory thing is immune to damage? What is so special about bots that, outside of a mod, they should be impervious to biter and spitter attacks? It's simple enough to use an invincible-bots mod. It's simple enough to turn the aliens off completely, o...
by Kyralessa
Fri Sep 03, 2021 7:54 am
Forum: Gameplay Help
Topic: Rocket silo doesn't always produce white science
Replies: 10
Views: 510

Re: Rocket silo doesn't always produce white science

I think I figured it out. Testing now. At some point I thought the silo needed radar to launch so I set up a belt full of radar to be inserted into the silo. Is it possible the radar was being inserted where the satellite belonged? The rocket would take the radar to space but it wouldn't register a...
by Kyralessa
Thu Aug 19, 2021 8:56 am
Forum: Not a bug
Topic: [1.1.37] Spidertron is removed from quickbar when placed on the ground
Replies: 3
Views: 228

Re: [1.1.37] Spidertron is removed from quickbar when placed on the ground

cars/tanks work differently tho, I would call this at least surprising tbh At a guess, it's because cars or tanks in inventory are interchangeable whereas each Spidertron is a unique entity, due to the equipment grid, logistics, etc. So a car or tank in the quickbar represents any car or tank, wher...
by Kyralessa
Sun Aug 15, 2021 7:58 pm
Forum: Not a bug
Topic: [1.1.37] oil field shows as three disjoint oil fields on hover
Replies: 5
Views: 378

Re: [1.1.37] oil field shows as three disjoint oil fields on hover

I loaded up the save and drove over to look. The chunk boundaries don't entirely explain what's happening. The two oil fields in the southwest are in one chunk. The two in the west are in another chunk. The bulk of the rest of the oil fields are in yet another chunk. Yet of that large set of oil fie...
by Kyralessa
Sun Aug 15, 2021 9:21 am
Forum: Fan Art
Topic: What if Factorio did a Lego train set
Replies: 2
Views: 687

Re: What if Factorio did a Lego train set

Needs to include a few minifigs to run over when they least expect it.
by Kyralessa
Fri Aug 13, 2021 8:11 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 86
Views: 12212

Re: Industrial Revolution 2 discussion

If you meant that smart furnace set-ups aren't possible with arc furnaces, yes, unfortunately that's true. Arc furnaces have to be an "assembling machine" type entity where you manually select a recipe, because they have one or two different fluid outputs which change depending on the rec...
by Kyralessa
Tue Jul 27, 2021 6:31 am
Forum: General discussion
Topic: Alt-F4 #43 - The DyWorld Saga
Replies: 8
Views: 973

Re: Alt-F4 #43 - The DyWorld Saga

ssilk wrote:
Mon Jul 26, 2021 11:07 pm
@Kyralessa that how I searched. It’s the last link in my previous post.
Well, not exactly; you didn't use double-quotes around the mod name.

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