Search found 625 matches

by ickputzdirwech
Fri Jul 23, 2021 9:42 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 21
Views: 1061

Re: What are the most impractical items in Factorio?

I hesitated to fuel this discussion with yet another controversial opinion, but I couldn’t stop myself. In my opinion the most useless item in the game is the iron chest. In the early game I use wooden chests since I got plenty of wood anyway and their size is sufficient. And in the middle and end g...
by ickputzdirwech
Thu Jul 15, 2021 1:35 pm
Forum: Minor issues
Topic: Statuses for every entity for completeness?
Replies: 7
Views: 428

Re: Statuses for every entity for completeness?

Glad I might be wrong about the "being forgotten" :lol:
by ickputzdirwech
Wed Jul 14, 2021 6:02 am
Forum: Minor issues
Topic: Statuses for every entity for completeness?
Replies: 7
Views: 428

Re: Statuses for every entity for completeness?

ssilk wrote:
Tue Jul 13, 2021 10:25 pm
After thinking I mean this is a kind of small bug. What do you think: Move to bug reports?
I mean you could try, but I fear it would at most land in the “Minor issues” section and be forgotten.
by ickputzdirwech
Tue Jul 13, 2021 7:36 am
Forum: Minor issues
Topic: Statuses for every entity for completeness?
Replies: 7
Views: 428

Re: Statuses for every entity for completeness?

When they overhauled the statuses I reported a lot of the inconsistencies. However as you point out, there are still some bugs an oversights. Here is a list of all issues I know of (taken from this post: 91889 ): Locomotives only status is "No fuel". It is missing "Working" or be...
by ickputzdirwech
Sun Jul 11, 2021 12:15 pm
Forum: Ideas and Suggestions
Topic: Item Weight
Replies: 54
Views: 9309

Re: Item Weight

[ick] Merged four topics about weight for items.
by ickputzdirwech
Sun Jul 11, 2021 11:40 am
Forum: Ideas and Suggestions
Topic: Solar boiler / Solar thermal energy
Replies: 45
Views: 4146

Re: Solar boiler / Solar thermal energy

[ick] Merged five topics about some form of solar thermal energy.
by ickputzdirwech
Wed Jul 07, 2021 8:28 am
Forum: Duplicates
Topic: [1.1.35] Pipe to Ground overlaps with Locomotive Sprite on curved Rail
Replies: 3
Views: 196

Re: [1.1.35] Pipe to Ground overlaps with Locomotive Sprite on curved Rail

It's the classic "2d sprites in a 3d perspective" problem. Other (quite old) examples: 48205, 32552

Those are just two examples I found with a quick search (you could argue the one with the beacon got kind of fixed). I remember similar reports about trees and inserters.
by ickputzdirwech
Thu Jun 24, 2021 6:15 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1469
Views: 226598

Re: Simple Questions and Short Answers

Check settings -> mod settings -> per player. There should be settings for module inserter and max rate calculator (?) whether they should generate a mod GUI in the top left corner.
by ickputzdirwech
Wed Jun 23, 2021 5:41 am
Forum: Modding discussion
Topic: Modding Tutorials?
Replies: 3
Views: 150

Re: Modding Tutorials?

My advice would be to search for a mod that does a similar thing to what you want to implement. It’s extremely helpful if you got some kind of example to work with.
by ickputzdirwech
Tue Jun 22, 2021 6:01 am
Forum: Implemented Suggestions
Topic: Increased scroll speed for map by zoom level
Replies: 8
Views: 1248

Re: Increased scroll speed for map by zoom level

[ick] Moved. Thanks for the notice!
by ickputzdirwech
Sun Jun 06, 2021 10:03 am
Forum: General discussion
Topic: Speed vs Productivity modules: The 12 bacon suprise
Replies: 6
Views: 763

Re: Speed vs Productivity modules: The 12 bacon suprise

Interesting calculations! You have to keep in mind, that using more productivity modules means that you need fewer resources, which means that you need fewer machines producing the ingredients. The total machines needed to produce a certain amount of items per minute is therefore in most cases lower...
by ickputzdirwech
Sat Jun 05, 2021 8:18 am
Forum: Won't fix.
Topic: Armor equipment is lost when using the armor as an ingredient in crafting
Replies: 1
Views: 135

Re: Armor equipment is lost when using the armor as an ingredient in crafting

I solved this issue some time ago for my own mod. Feel free to send this code to other mod authors. local function initialize() if global.ick_queued_armor == nil then global.ick_queued_armor = {} end end script.on_init(initialize) script.on_configuration_changed(initialize) local function fill_armor...
by ickputzdirwech
Thu Jun 03, 2021 5:58 am
Forum: Ideas and Suggestions
Topic: Enhancing mod manager GUI
Replies: 2
Views: 268

Re: Enhancing mod manager GUI

[ick] Merged with older topic with the same idea.
by ickputzdirwech
Fri May 21, 2021 6:28 am
Forum: Modding help
Topic: Mod to boost Blue Science
Replies: 3
Views: 217

Re: Mod to boost Blue Science

Glad I could help :) The thing with the quotation mark is really annoying. I blame my smartphone. Thanks for letting me know.
by ickputzdirwech
Thu May 20, 2021 6:37 am
Forum: Modding help
Topic: Mod to boost Blue Science
Replies: 3
Views: 217

Re: Mod to boost Blue Science

You can see what a general recipe prototype looks like in in the wiki: https://wiki.factorio.com/Prototype/Recipe . In case you want to simply change the vanilla recipe and don’t have any other mods installed that mess with it you can just look up the recipe in the base game data https://github.com/...
by ickputzdirwech
Mon May 17, 2021 5:18 pm
Forum: Modding interface requests
Topic: Let item-request-proxy target specific inventory/grid
Replies: 6
Views: 366

Re: Let item-request-proxy target specific inventory/grid

Ok I now understand what you mean. But that's a different issue. I'll explain why: See the behaviour of a locomotive with a grid. Requested equipment gets inserted directly into the grid since it has no other place to go. True, right now requests for equipment might fail, because previous ones didn'...

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