Search found 134 matches

by leoch
Wed Oct 21, 2020 9:52 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 22440

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Amusing how no one mentioned the mod that does exactly this train limit thing: Concurrent Train Restriction.
by leoch
Mon Jun 01, 2020 1:18 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 6174

Re: Version 0.18.28

Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side. Improved save/load performance of mod script data. Does any one have a reference posts on these two changes ? In case you didn't see it yet, bottom of the last blog post: https://www.factorio.com/blog/post...
by leoch
Sat May 16, 2020 5:20 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 252
Views: 58876

Re: [MOD 0.14] Alien Biomes

This mod won't load under the latest version of Factorio: Failed to load mods: Error in assignID: tile with name 'dirt-1' does not exist. (Confirmed it's caused by this mod.) I'm surprised it hasn't already been reported because this is a great mod. P.S. I have no intention of joining Earendel's Dis...
by leoch
Thu Apr 30, 2020 8:15 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 15997

Re: Version 0.18.22

Where do you find this "minor patch" description? Where do you find the promise that an update to the experimental beta branch won't break anything? You probably shouldn't be on the experimental branch if it's this upsetting to you that things might break. Go find out what SemVer is. Not everyone i...
by leoch
Thu Apr 30, 2020 2:24 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 15997

Re: Version 0.18.22

Er, yes. Yay, a "minor patch" broke lots of stuff!

Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19).
by leoch
Sat Apr 11, 2020 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 1161

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I finally got around to bisecting the issue — [Combat Roboports](https://mods.factorio.com/mod/combat-roboports) is responsible. (I still needed to use the reset command(s) after removing the mod.)
by leoch
Sun Apr 05, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 1161

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

Yup. $ rg true mod-list.json -B1 | rg name | cut -d: -f2 "base", "adamo-carbon", "adamo-chopper", "adamo-cinefaction", "adamo-nuclear", "adamo-physics", "adamo-spacesuit", "AtomicArtillery", "AutoDeconstruct", "Automatic_Coupling_System", "Automatic_Train_Painter", "BetterUncoupling", "biter_faction...
by leoch
Sat Apr 04, 2020 10:27 am
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 1161

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I still have this problem. Running the command above to reset technology effects does not fix the issue. Any other ideas?
by leoch
Tue Mar 31, 2020 1:43 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 11156

Re: Version 0.18.13

I already have 0.18.17. But thanks for the reference.
by leoch
Fri Mar 27, 2020 10:14 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 11156

Re: Version 0.18.13

Gui Changes Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots. After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is already researched. T...
by leoch
Mon Mar 11, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 76
Views: 22911

Re: [MOD 0.16, 0.17] Realistic Electric Trains

But why do you need to put a buffer in the power pole? The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles. Combined with the Electric Vehicles mod (the .16 one at least; haven't tried the latest) this allowed pretty good electric trains in ...
by leoch
Sun Sep 16, 2018 6:59 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 46091

Re: Friday Facts #260 - New fluid system

Alternative to above ↑ for flow control:

- standard pipes can only form two connections, i.e. straight or corner
- a new piece, pipe hub, can form up to 4 connections

Also, please consider dedicated graphics for diagonal pipes as with rails (and maybe even a pipe planner).
by leoch
Fri Aug 17, 2018 4:52 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 21435

Re: Friday Facts #256 - The little things 3

Another little thing: can you fix requests getting filled by distant bots in a big network? Often it's quicker for a local bot to do two jobs than wait for a distant bot to arrive. Similarly for storage: why do bots place stuff in far away storage when there's much nearer options? And pre-emptive ch...
by leoch
Thu Aug 02, 2018 1:12 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 15375

Re: Friday Facts #253 - Fans & Fun

You don't plan to solve the "glitch" then: trying to walk up a blue belt placed on a slow surface (sand) is impossible.

Why exactly does the surface under the belt affect player speed?
by leoch
Tue Jul 10, 2018 6:59 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 24600

Re: Friday Facts #250 - Dead end conclusion

I'm not bothered how you present the blueprint library, but my main issues with blueprints: there is no easy way to copy a blueprint modifying blueprints only allows removal of elements; adding something requires recreating it which is a lot of work for some large blueprints there is no versioning o...
by leoch
Thu Jun 21, 2018 7:57 pm
Forum: General discussion
Topic: Aren't construction bots available too late?
Replies: 88
Views: 13162

Re: Aren't construction bots available too late?

You could just use a fast-start mod; that's what I do now. Aside from that, you can build construction bots using only a very basic refinery set-up. Carry a bunch of engine units over to a simple electric engine assembler. Pip petroleum out for a small plastic & battery facility. Important point: yo...
by leoch
Fri Jun 15, 2018 7:33 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 26720

Re: Friday Facts #246 - The GUI update (Part 3)

Nice work on the GUI. Now you can try improving map-generation to use user-centric units instead of internal model parameters, e.g. replace the size/frequency/richness stuff with 'average amount of ore per km^2" (or other area unit), compactness, and randomness. (You can even use the same model unde...
by leoch
Fri Mar 09, 2018 6:01 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 214
Views: 42697

Re: [MOD 0.16] Realistic Reactors

After a little experimentation, I realised the "start" signal is only for starting, i.e. the reactor won't stop automatically when the fuel cell is exhausted if the start signal is no longer present. Would it make sense to add that? I managed to make a very compact reactor with independent ECCS per ...
by leoch
Mon Feb 19, 2018 6:40 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 25309

Re: Friday Facts #230 - Engine modernisation

Maybe you should consider jumping technology at some point: http://arewegameyet.com/
GFX looks quite promising and there are a couple of windowing libraries.

I'm hoping Factorio 2 will use 3D rendering from the start :D
by leoch
Sun Feb 11, 2018 4:42 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 572
Views: 130787

Re: [MOD 0.13.17+] Rampant - 0.16.19

Pollute more. Pollution is their food :lol:

Proactively clearing out any nests near your pollution is a good way to reduce attacks. The other part is biter expansion; if that's disabled they won't move back towards your base.

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