Search found 96 matches

by ichVII
Sun Jan 28, 2024 7:52 am
Forum: Modding help
Topic: Deinit?
Replies: 3
Views: 205

Re: Deinit?

No. When the game opens a save file with a mod (lets call it modA), that the game doesnt run, the game has no access to modA. It should, however, be possible to have the init file of a different mod (modB), which is active, detect if modA is not active and if so, delete certain stuff, which modA cre...
by ichVII
Thu Jan 18, 2024 12:46 am
Forum: Implemented in 2.0
Topic: Flip using F and G whith in-hand entities
Replies: 7
Views: 628

Re: Flip using F and G whith in-hand entities

I am not sure if there was ever a confirmation of that, but the ability to mirror the outputs and inputs of chemplants and refineries has been discussed as a possible future feature. Thus, for some entities, especially already placed chem plants, flipping and double rotating may do two different thi...
by ichVII
Sun Mar 05, 2023 9:44 pm
Forum: Ideas and Suggestions
Topic: Let Tanks Flamethrower linger on ground like the hand held
Replies: 3
Views: 536

Re: Let Tanks Flamethrower linger on ground like the hand held

But where is the fun in not starting massive uncontrolled fires?
by ichVII
Wed Jan 25, 2023 1:13 pm
Forum: Modding help
Topic: [SOLVED][Help] Lock item
Replies: 7
Views: 1080

Re: [Help] Lock item

Is the recipe called "electronic-stone-funrace" or "electric-stone-furnace"? There seems to be inconsitency between previous posts in this thread.

I think Hornwizter misspelled the recipe and with the right spelling it should work.
by ichVII
Thu Sep 15, 2022 9:00 am
Forum: Modding help
Topic: [Solved] Skip intro but retain the crashsite
Replies: 10
Views: 1400

Re: Skip intro but retain the crashsite

Ok, I do not know how RNG is calculated. If it just depends on the game tick, that would be fine. But if saving as a scenario and then loading changes the RNG, this would be an issue. The amount of coal/stone dropped from coal rocks is a very important number for the first 5mins.
by ichVII
Thu Sep 15, 2022 12:40 am
Forum: Modding help
Topic: [Solved] Skip intro but retain the crashsite
Replies: 10
Views: 1400

Re: Skip intro but retain the crashsite

If your TAS is set seed anyway, you could just save the game and export as a scenario after you manually skipped the intro. This scenario would then be the startpoint of your TAS. The issue with that is how to count the final time (do the few seconds during cut scence skip count) and if it did not c...
by ichVII
Thu Sep 15, 2022 12:31 am
Forum: General discussion
Topic: Factorio confessions
Replies: 34
Views: 9834

Re: Factorio confessions

It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.
by ichVII
Tue Sep 13, 2022 8:41 pm
Forum: Ideas and Suggestions
Topic: Bots that are aware of their charge level and plan accordingly.
Replies: 42
Views: 6525

Re: Bots that are aware of their charge level and plan accordingly.

There is one problem I see with this suggestion. Say you have a poorly planned logistic network with a huge hole inside. Then, the bot which want to do a job at the other side of the hole leaves a roboport, calculates its recharging spot, realizes the closest recharge point is the roboport it just d...
by ichVII
Tue Sep 13, 2022 8:25 pm
Forum: Multiplayer
Topic: Looking for players for MP
Replies: 4
Views: 1972

Re: Looking for players for MP

I just wanted to mention that there is a factorio discord https://discord.gg/factorio. It is very active and has a channel for searching for people to do multiplayer. You might want to look there
by ichVII
Sun Sep 11, 2022 2:33 pm
Forum: This Forum
Topic: My topics keep getting :trashbin:ed
Replies: 17
Views: 3082

Re: My topics keep getting :trashbin:ed

There is this post viewtopic.php?f=7&t=3638

It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
by ichVII
Tue Sep 06, 2022 8:46 pm
Forum: Not a bug
Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
Replies: 5
Views: 1827

Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction

I strongly disagree with the "not a bug" assessment. When you place an item or ghost of any other entity and something is in the way, you at least get an on-screen message saying that something is in the way. When you place rails with rails in inventory, it just doesn't allow you to place ...
by ichVII
Fri Jul 08, 2022 6:43 am
Forum: Not a bug
Topic: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
Replies: 3
Views: 897

Re: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue

This is not a bug. The productivity bonus only apllies to the net produced amount, which in this case, means the output heavy oil minus the input heavy oil. It used to work the way you described, but that was insanely broken, particular with the kovarex enrichment process. (40 to 41 u235 and you wou...
by ichVII
Sun Feb 28, 2021 1:54 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 6943

Re: Combination of Crafting and Logistics Menu

Your assumptions may be true for vanilla, but just arent for mods. Bobs+angels regulary has more then 5 recipes that can output one item. Hiding all of these in some submenu that looks really awful to use is a bad plan. If you want to be technical and list all recipes having this item as part of the...
by ichVII
Sun Feb 28, 2021 1:45 am
Forum: Gameplay Help
Topic: Blueprint flipping not working at all
Replies: 8
Views: 2872

Re: Blueprint flipping not working at all

Thats not how it works. You have to press f or g while you are holding it in your cursor and are about to place it. This is how the feature works.
by ichVII
Wed Feb 10, 2021 10:59 pm
Forum: Ideas and Suggestions
Topic: Add a building where bots can recharge
Replies: 6
Views: 1880

Re: Add a building where bots can recharge

Just FYI mods like bobs logistics include these entities. It has robo chest, which has no logisitc and building range and just bot inventory, a zone expander, that has no charging and no inventory and just the ranges. And a charging pad, that charges bots. So it is possible to implement as a mod. (a...
by ichVII
Wed Feb 03, 2021 8:53 pm
Forum: General discussion
Topic: Download stable?
Replies: 2
Views: 1094

Re: Download stable?

They are identical. "experimental" refers to the newest release. "stable" refers to the newest release, that has been marked as "stable". As the newest overall release is considered "stable", the agrre
by ichVII
Tue Jan 26, 2021 3:37 am
Forum: Minor issues
Topic: [kovarex] [1.1.18] Ghost pipe removed by undergound pipe
Replies: 1
Views: 1217

[kovarex] [1.1.18] Ghost pipe removed by undergound pipe

When you have a straight line of ghost pipes and place a pair of underground pipes directely above and below, the ghost pipe is deleted. This does happen for a single unconnected non-ghost pipe, too. But for a ghost pipe, it happens even if the ghost pipe should be connected to an assembler or anoth...
by ichVII
Tue Jan 26, 2021 2:32 am
Forum: Duplicates
Topic: upgrade planner+ blueprint interaction[1.12.18]
Replies: 2
Views: 1206

Re: upgrade planner+ blueprint interaction[1.12.18]

So I am stuck with the suggestion. This is still really stupid and I absolutely dont get why this would ever be intended. So the "right way to create a blueprint is to either wait until bots have build everything (which might not even be aviable yet) or to wait until bots have deconed everythin...
by ichVII
Tue Jan 26, 2021 2:01 am
Forum: Implemented mod requests
Topic: Total electrical network consumption
Replies: 4
Views: 1662

Re: Total electrical network consumption

Have you actually tried that? It seems to me like it should only include one entry per type of power generating entity (so one for steam engine, one for steam turbine, one for solar panel, and one for accumulator). That wouldnt be any problem
by ichVII
Tue Jan 26, 2021 1:11 am
Forum: Duplicates
Topic: upgrade planner+ blueprint interaction[1.12.18]
Replies: 2
Views: 1206

upgrade planner+ blueprint interaction[1.12.18]

What did I do: Use an upgrade planner on a partially completed build, then a blueprint over that area What happened: The blueprint includes the placed entities and the ghosts, but ignores marked for upgrade entities. What I expect to happen: The blueprint includes the entities, which are supposed to...

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