Search found 18 matches

by BlooSkies
Fri Dec 13, 2024 9:28 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.23]not a bug sorry- ctrl+shift placing conveyers in far view (radar)
Replies: 4
Views: 1135

Re: [2.0.23] ctrl+shift placing conveyers in far view (radar) is working left, right, down, but not up with azerty keybo


Maybe because CTRL+Z is (by default) the easy to reach (when using qwerty?) undo keybind?
I don't use or have an azerty keyboard, so I don't know if the game uses a different undo keybind for azerty keyboards.


It has been rebound.

Redo, however, appears to be still be alternate-bound to ctrl ...
by BlooSkies
Fri Nov 29, 2024 7:00 pm
Forum: Not a bug
Topic: [2.0.21] The wire does not reach
Replies: 23
Views: 1823

Re: [2.0.21] The wire does not reach


These are ordinary power lines, of poor quality. And an attempt to connect them with a wire is made in the Map Editor.
So it makes no sense to calculate the length of the wire based on a player who does not exist on the map.

Nothing to do with a player. Circuit wires can be connected from any ...
by BlooSkies
Mon Nov 25, 2024 2:28 am
Forum: Minor issues
Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
Replies: 7
Views: 736

Re: [2.0.20] "Can filter items." in inserter tooltips is unnecessary

So the tooltip logic here should be inverted. Filtering is the default that all [vanilla] inserters now follow, so they should get a clean tooltip. Inserters that do not filter should get a line explicitly stating that fact.
by BlooSkies
Fri Apr 28, 2017 7:16 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 468
Views: 251554

Re: ModMyFactory - mod manager and more

Artentus wrote:As far as I know Factorio will just use the newest version and if a folder and a zip with the same version are present the folder is used.
Well, yes.
But it presents a less-than-desirable warning at every startup in that instance.
I suppose I should've just said that, oops.
by BlooSkies
Thu Apr 27, 2017 7:47 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 361606

Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2

Welp, here it is. A near exact (+-10), filtered, AND inserter-resetting design that is also very compact.
Is filtered control not innately inserter-resetting, provided you leave a buffer of a handful (literally; the inserters' hands) of items in the request vs the total capacity of the wagon, or ...
by BlooSkies
Thu Apr 27, 2017 7:27 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 468
Views: 251554

Re: ModMyFactory - mod manager and more

Keeping old versions of a mod when updating should probably not be enabled by default, as having multiple versions of a mod in the game's mod directory causes some minor wonkiness.
by BlooSkies
Wed Apr 26, 2017 6:41 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 33331

Re: Getting rid of alien artifacts is a bad idea

The way I would want it:
Optional alien research/tech tree that uses artifacts as a base.
Maybe even an expansion/DLC?

Things dropped by the local alien populace rightfully shouldn't contribute to launching a conventional rocket.
by BlooSkies
Wed Apr 26, 2017 6:38 pm
Forum: General discussion
Topic: Re-use of steam
Replies: 7
Views: 4506

Re: Re-use of steam

Yup. Used steam is consumed. No re-use.
Anything going through to the other side of your engines is excess, not used.
by BlooSkies
Wed Apr 26, 2017 6:06 pm
Forum: General discussion
Topic: Green and Red wires: Why two colours?
Replies: 16
Views: 19409

Re: Green and Red wires: Why two colours?

Why is this such an argument?
We've already explained why two wires are helpful, so what's the issue with adding more?

Graphically:
-The colors aren't differentiated at the combinator level, so it's actually counter-intuitive to make separated input points for each color of wire anyway.
-Light ...
by BlooSkies
Wed Apr 26, 2017 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15] Minimap color : we don't see accumulator
Replies: 9
Views: 6834

Re: [0.15][gfx] Minimap color : we don't see accumulator

Monitor color calibration and reproduction is a "hobby" of mine.

There is a difference of about 10/255 between these shades as far as I can figure from this badly compressed JPG.
It's actually that the concrete is more blue and not that the accumulators are more red, but I digress.
On monitors that ...
by BlooSkies
Tue Mar 28, 2017 10:31 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1787
Views: 742974

Re: [MOD 0.14.x] pY Coal Processing

I could just add the corresponding converter valve recipes for now, I mean the converter valve is in Petrochem for this kind of "patched" compatibility. That would solve it at least for fluids.

I have such recipes in my own little compatibility mod. You can find it here: https://github.com ...
by BlooSkies
Tue Mar 28, 2017 3:59 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 468
Views: 251554

Re: ModMyFactory - mod manager and more

Feature request -- Link support for launching servers.

E.g. to run my server now, I have a batch file that iterates through my save list, and then calls the game through
Factorio.exe --start-server "../../saves/%file_name%" --mod-directory ../../mods --server-settings server-settings.json

I ...
by BlooSkies
Thu Mar 23, 2017 2:38 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 371857

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.8

Are there plans to update that solar farm sprite? The perspective is off or something; it just feels out of place.
by BlooSkies
Wed Mar 22, 2017 3:01 am
Forum: Mods
Topic: [MOD 0.14.22] Free Real Estate 1.0.2
Replies: 27
Views: 21554

Re: [MOD 0.14.22] Free Real Estate 1.0.2

How about to be able to make a logistics drone door so they can pick up stuff from inside and take it out

Practically impossible due to how the system works (you teleport into another plane of existence when you enter a factory).
On the other hand, making the input/output chests into requesters ...
by BlooSkies
Tue Mar 21, 2017 4:13 am
Forum: Mods
Topic: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 8
Views: 8962

Re: [MOD 0.14.x] Terraforming - Bridges, Moats & Drawbridges

The bridge builder does the same, but only with the "natural" option.
Concrete bridges work fine. I'd suspect the paved moats to work the same?
by BlooSkies
Fri Mar 17, 2017 3:36 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 632895

Re: [MOD 0.14] AAI Programmable Vehicles

Construction robots can repair them fine, mind.

Also, got an errant desync to report. I started a new MP save including the AAI mods. It worked fine at first, but after I started some basic automation using the examples from the OP, my clients could no longer connect, as it desynced immediately at ...
by BlooSkies
Thu Mar 16, 2017 3:20 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 361606

Re: [Mod 0.14] Logistic Train Network 0.9.5

I'm not sure if this has been mentioned before but here's one tiny issue that I have with the otherwise awesome mod:

I have requester stations that sometimes get filled up so much that LTN thinks they are provider stations and sends a train there to pick up items. That doesn't work because they ...

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