Search found 32 matches
- Wed Nov 13, 2024 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Allow the insertion of rocket part ingredients into the rocket silo.
- Replies: 3
- Views: 310
Re: Allow the insertion of rocket part ingredients into the rocket silo.
You can do this currently: Partition your silo off onto a separate logistic network. And already we're at the point where it gets ridiculous (in my personal opinion). I have no issue with setting up complex combinator logic, but the moment I need to separate my logistic networks and set up border l...
- Wed Nov 13, 2024 12:44 pm
- Forum: Ideas and Suggestions
- Topic: Allow the insertion of rocket part ingredients into the rocket silo.
- Replies: 3
- Views: 310
Re: Allow the insertion of rocket part ingredients into the rocket silo.
I second this. I would also like to extend on the Why? There is currently no way of communicating between platform, rocket silo and landing pad. That means if I request 1000 processing units in orbit, and I have 1250 processing units on the ground, then 1200 will get sent up. There is no way for me ...
- Fri Apr 26, 2024 11:46 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 28632
Re: Friday Facts #408 - Statistics improvements, Linux adventures
There's a feature I would like very much: Theoretical maximum consumption (both for power and for items/fluids), basically just the count "how much input material/power would I need in a given timeframe if all my machines were running at the same time (even those just standing around without an...
- Sat Nov 07, 2020 10:42 am
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 2266
Re: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
It happened yesterday, and today. I managed to reproduce it and capture it on video, will upload it later once I have the time for it. I'm not using an inventory sorting mod, but it might be related to the QueueToFront mod. edit: Only happens when queueuing to front. I'll make a thread in that mod's...
- Fri Nov 06, 2020 11:40 pm
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 2266
Re: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
... I should have recorded it when it happened, then I wouldn't be doubting my sanity now. I will record it when it happens again, perhaps there are certain circumstances that make it manifest. It was definitely reproducible when I posted it, but it is not now.
- Fri Nov 06, 2020 9:44 am
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 2266
[kovarex] [1.0.0] Handcrafting item scrolls to top of tab
As described in https://forums.factorio.com/viewtopic.php?f=11&t=82438 I have a lot of recipes in one tab, making a scroll bar appear. If I scroll down to the bottom to click on a recipe, it crafts that item, but jumps back to the top. I used a lot of mods to get to this point, but the AAI progr...
- Fri Aug 14, 2020 10:01 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 118480
Re: Friday Facts #360 - 1.0 is here!
Apart from the obvious, the thing I enjoy about this update the most is: Spidertron requires a fish to craft.
- Sat Jul 25, 2020 8:33 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 49846
Re: Friday Facts #357 - Nuke
The most important question for me: If I make a blueprint with a 32x32 grid, will it align to chunk borders or be outside of them?
- Wed Sep 11, 2019 8:13 am
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 17
- Views: 14152
Re: [0.17+] Warptorio2
No game over condition? There should be a special entity on the surface that the player has to defend. Maybe if the warp platform entrance wasn't invulnerable... From that perspective, it makes sense to have the warp reactor on the surface. If it is destroyed, the resulting explosion destroys the e...
- Tue Apr 23, 2019 5:55 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155724
Re: [0.17] Please post bugs and balance issues here.
This sometimes happens when editing inserter pickup/dropoff positions: 11591.128 Error MainLoop.cpp:1166: Exception at tick 1980569: The mod Bob's Adjustable Inserters mod caused a non-recoverable error. Please report this error to the mod author. Error while running event bobinserters::bob-inserte...
- Tue Apr 23, 2019 1:34 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155724
Re: [0.17] Please post bugs and balance issues here.
This sometimes happens when editing inserter pickup/dropoff positions: 11591.128 Error MainLoop.cpp:1166: Exception at tick 1980569: The mod Bob's Adjustable Inserters mod caused a non-recoverable error. Please report this error to the mod author. Error while running event bobinserters::bob-inserter...
- Wed Feb 27, 2019 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Crash in ingame mod portal (InstallModsPane::addModToStack)
- Replies: 1
- Views: 900
[0.17.1] Crash in ingame mod portal (InstallModsPane::addModToStack)
1. Opened mod page, started downloading mods ingame
2. Selected a mod with multiple dependencies, clicked on the little button next to (as of yet unfilled) dependency
3. Game froze, then crashed a few seconds later (SIGSEGV)
Attached is the log file
2. Selected a mod with multiple dependencies, clicked on the little button next to (as of yet unfilled) dependency
3. Game froze, then crashed a few seconds later (SIGSEGV)
Attached is the log file
- Sun Jan 06, 2019 3:59 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
Just chiming in with another idea:
Can we have some rails as ingredient for military science instead? I want to research rail guns. The walls are obviously test targets.
Can we have some rails as ingredient for military science instead? I want to research rail guns. The walls are obviously test targets.
- Sun Dec 30, 2018 1:07 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
The role of the rulemakers in an open forum is, mostly, to say "no, this is not up for discussion at this moment" or "yeah, that's worth thinking about". That doesn't make it less frustrating when the answer is no, but I'm happier if they spend their more of time making the game...
- Sat Dec 29, 2018 12:26 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
I am always amazed at how fast a productive and constructive forum post will end up into a negative read. It's one of the reasons I usually dont read forums (plus I just prefer mailing lists but that's just old me). I will congratulate Wube on trying to be so transparent to the users and to listen ...
- Fri Dec 28, 2018 9:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
The satellite is unlocked with the Space science pack technology and its only purpose is obtaining these science packs. How does that work? Something like you get say 500 space science packs for launching without satellite, but 1000 with satellite? Because you need them to research the satellite te...
- Fri Dec 28, 2018 5:18 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Fri Dec 28, 2018 2:25 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176674
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared b...
- Tue Dec 04, 2018 7:15 am
- Forum: Technical Help
- Topic: [0.16.51] Game freeze in research screen
- Replies: 3
- Views: 2037
Re: [0.16.51] Game freeze in research screen
I retract my previous statement. I'll have to dig a bit deeper into the monitoring data I guess. I'll update once I find new info.
- Mon Dec 03, 2018 11:45 pm
- Forum: Technical Help
- Topic: [0.16.51] Game freeze in research screen
- Replies: 3
- Views: 2037
Re: [0.16.51] Game freeze in research screen
Thanks. That seems to have helped. I also had to increase the page file size as Windows crashed due to no virtual memory left.