Search found 122 matches

by someone1337
Fri Feb 05, 2021 2:24 am
Forum: Not a bug
Topic: [1.1.x] Length of rocket launch sequence
Replies: 0
Views: 156

[1.1.x] Length of rocket launch sequence

Not really a bug as nothing is really broken, BUT it still doesnt feel right. You cannot launch 1 rocket per minute from one rocket pad by a tiny margin. With 2 pods one gets to produce around 195 rocket parts per minute, which is just sooo tiny far away from real 2 rockets per minute. Would it be p...
by someone1337
Wed Dec 16, 2020 11:19 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23546

Re: Version 1.1.6

You've calculated the productivity on the reprocessing as 25%, not 20%. With maximum productivity everywhere, 19 U238 + 1 U235 gives 10 x 1.4 = 14 fuel cells, which reprocess to 14/5 x 3 x 1.2 = 10.08 U238 for a net consumption of 8.92 U238. The U235 can be kovarexed from 3/1.2 = 2.5 U238, so we en...
by someone1337
Wed Dec 16, 2020 9:51 am
Forum: Technical Help
Topic: Explanation of detailed save-info-stats?
Replies: 0
Views: 101

Explanation of detailed save-info-stats?

Out of personal interest: would anyone share any details what the detailed saveing stats mean? Also: can we get per-force and per-surface stats? For example, what is *.targetable or surface.hidden-tiles? I added a few comments to things I consider obvious. Info AsyncScenarioSaver.cpp:149: Saving pro...
by someone1337
Tue Dec 15, 2020 11:48 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 23546

Re: Version 1.1.6

Im playing a "it if can fit prod modules, you have to put prod modules in it" / maximise natural resources/dont waste (therefore: no coal liquification, no filling up a chest and shooting it, no filling the map with radars, lightoil to solid, as long as possible/not backed up due to excess...
by someone1337
Thu Nov 26, 2020 4:14 pm
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 7
Views: 400

Re: Mod ordering in author-page?

oh... ty. :)
by someone1337
Thu Nov 26, 2020 3:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.0] Infinity chests - GUI looks weird
Replies: 1
Views: 606

[Rseding91] [1.1.0] Infinity chests - GUI looks weird

I modded my Infinity chests to be buffer chests - so I can test my mod networks. -> https://mods.factorio.com/mod/some-infinitychest Since 1.1.0 The Logistic grid looks weird (marked red) screen_20201126_040228.png And the infinity grid overlaps into some kind of border, making that "remove unf...
by someone1337
Thu Nov 26, 2020 2:59 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy
Replies: 5
Views: 881

Re: [1.1.0] Modded Vehicle Equipment Grid loses scroll bar and GUI scaling gets messy

Oh just wanted to create the same issue because of my spidertron mod... I am not alone, who got his grids borked, it seems. :)

Also color picker disappears
by someone1337
Thu Nov 26, 2020 2:57 am
Forum: Mod portal Discussion
Topic: Mod ordering in author-page?
Replies: 7
Views: 400

Mod ordering in author-page?

If I did not miss anything really obvious I think mods are ordered by download count if you click on your modder-page...

But why is this one: https://mods.factorio.com/mod/some-iconlessfish sorted diffrently?

-> https://mods.factorio.com/user/someone1337
by someone1337
Tue Aug 25, 2020 2:36 am
Forum: Implemented mod requests
Topic: [RW] LuaEntity (tree type) "gray progress"
Replies: 2
Views: 278

Re: [RW] LuaEntity (tree type) "gray progress"

This!

There is tree_stage_index but no access to gray index as tree_color_index seems to change something else.
by someone1337
Mon Aug 24, 2020 9:04 pm
Forum: Pending
Topic: Spidertron repair bug
Replies: 4
Views: 581

Re: Spidertron repair bug

The spidertron seems to always be in motion, so if you dont use "enable logistics while moving" its basically always disabled.
by someone1337
Fri Aug 14, 2020 3:20 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 76398

Re: Friday Facts #359 - Crash site: The beginning

yeah, ok, then just add a core(shim) for those that need to go without "base" and let base depend on core ...
So those that really want to can depend on core only and others can depend on base...

This would still solve the problem in a nicer way that the current dual-field solution. :)
by someone1337
Fri Aug 14, 2020 3:08 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 67272

Re: Version 1.0.0

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 14, 2020 12:16 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 76398

Re: Friday Facts #359 - Crash site: The beginning

@mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes that required the use of the base-style-depen...
by someone1337
Fri Aug 14, 2020 11:12 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 40849

Re: Friday Facts #360 - 1.0 is here!

Congratz!

Of course it had to be done: https://mods.factorio.com/mod/some-spidertron
by someone1337
Fri Aug 07, 2020 11:05 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 76398

Re: Friday Facts #359 - Crash site: The beginning

:thumbsup: for the crash site in freeplay! @mods: is there still a reason for game version field in the info.json? Cant it all be solved by a "base>=..."-dependency? As in: why not remove that field and allow for smooth transitions going forward? There were enought mod breaking changes tha...
by someone1337
Fri Jul 24, 2020 11:45 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 17126

Re: Friday Facts #357 - Nuke

Can I use nukes as landfill now? :)
by someone1337
Fri Jun 26, 2020 10:15 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 8227

Re: Friday Facts #353 - Trailer update

Bilka wrote:
Fri Jun 26, 2020 2:41 pm
someone1337 wrote:
Fri Jun 26, 2020 2:35 pm
Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
You can find the stable versions of previous releases on https://factorio.com/download/archive.
Awesome!
by someone1337
Fri Jun 26, 2020 2:35 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 8227

Re: Friday Facts #353 - Trailer update

Plz re-compile (dont forget linux!) and re-release the old versions of the game! :)
by someone1337
Wed Jun 17, 2020 7:30 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.32] Saving to a zip file overwrites the last selected save file.
Replies: 2
Views: 991

Re: [0.17.31] Saving to a zip file overwrites the last selected save file.

There seems to be another issue: Double-clicking on the list where its not covered by a save-file-name will perform the save or load action without any additional confirmations to the last selected filename. So when you select a savefile to be overwritten, then double-click on the list-pane, it will...
by someone1337
Fri Jun 12, 2020 1:11 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 27028

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new lightning tower is still nice!

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