Search found 16 matches

by BorisOZ
Wed Nov 20, 2024 4:32 am
Forum: Balancing
Topic: Modules of different levels and qualities need to be adjusted to be more consistent
Replies: 6
Views: 997

Re: Modules of different levels and qualities need to be adjusted to be more consistent




However, for Quality Module 3 the difference in tiers is as follows: Normal to Uncommon: 0.7; Uncommon to Rare: 0.8; Rare to Epic: 0.7


This is display rounding iirc. The bonus has two digit precision but the display only has one digit precision and omits the 0.05 tail on some values.


I ...
by BorisOZ
Fri Nov 15, 2024 7:00 am
Forum: Duplicates
Topic: [2.0.15] Solar panel scaling doesn't affect portable solar panels
Replies: 3
Views: 381

Re: [2.0.15] Solar panel scaling doesn't affect portable solar panels

From my earlier testing on Fulgora (much lower solar efficiency) the bonus is applied, but not shown in the tooltip. I had a set of armour that was able to power itself entirely on Nauvis, but ran out of charge on Fulgora (during the day obviously).
by BorisOZ
Tue Nov 12, 2024 8:58 am
Forum: Gameplay Help
Topic: Getting trains to park
Replies: 4
Views: 640

Re: Getting trains to park

There is a condition called "station not full" that lets you choose a station, but it seems in your case that using that wouldn't solve the issue (I would test if anyway if I were you, just in case).

Not tested, but if you add another interrupt with condition "green circuit > 0" with your green ...
by BorisOZ
Mon Nov 11, 2024 1:15 am
Forum: Duplicates
Topic: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
Replies: 6
Views: 745

Re: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.

Picking a ghost picks a completely clean version of whatever entity you have selected. If you want to copy equipment, colours, logistics you can create a blueprint and then paste that blueprint.
by BorisOZ
Fri Nov 08, 2024 7:16 am
Forum: Balancing
Topic: Isn't mining in earth orbit too OP?
Replies: 18
Views: 3135

Re: Isn't mining in earth orbit too OP?

Yeah, technically all resources you can get in orbit are infinite. But it's not exactly easy to get large amounts like you would from a setup on a planet. I have a fairly large platform, spent a good few hours building it up and getting everything automated and I can get a few hundred iron plates ...
by BorisOZ
Thu Nov 07, 2024 5:27 am
Forum: Pending
Topic: Fluid mixing doesnt work / dupe bug
Replies: 14
Views: 796

Re: Fluid mixing doesnt work / dupe bug

Your heavy oil tanks emptied, which allowed you to connect the new pipe with water. Because that pipe already had water, the tanks instantly started filling up, and the heavy oil was no longer allowed to leave the oil refineries. In your screenshot, you have two fluid systems connected: heavy oil ...
by BorisOZ
Thu Nov 07, 2024 5:07 am
Forum: Gameplay Help
Topic: Vulcanus: unlocking the Foundry
Replies: 2
Views: 1135

Re: Vulcanus: unlocking the Foundry

The research is red, meaning you have not yet researched the pre-requisite for this one. You'll need to mine some Calcite to complete the previous research, which should instantly complete this one too.
by BorisOZ
Mon Nov 04, 2024 7:33 am
Forum: Resolved Problems and Bugs
Topic: [2.0.14] Crusher recipe order strings and set recipe
Replies: 2
Views: 1493

Re: [2.0.14] Crusher recipe order strings and set recipe

It's choosing the first recipe that can create that item, not the first recipe that uses it. You can send the recipe as a circuit signal to force select a recipe, which prevents selecting the wrong recipe.

Regarding the order of the recipes, I think there are arguments for both keeping it how it ...
by BorisOZ
Mon Nov 04, 2024 7:10 am
Forum: Ideas and Suggestions
Topic: Train interrupt station wildcard match
Replies: 5
Views: 1811

Re: Train interrupt station wildcard match

I think something like this would be quite cool, and would make it easier to make a generic pickup station that still has icons. The only issue I see is that it would need a way of deciding which station to pick, given that many of them probably have similar names. Interrupts will still assign ...
by BorisOZ
Mon Nov 04, 2024 3:38 am
Forum: Gameplay Help
Topic: "So long and thanks for all the fish" achivement can not be unlocked
Replies: 14
Views: 3620

Re: "So long and thanks for all the fish" achivement can not be unlocked

If you put a fish into a rocket silo you get a new "deliver cargo" option to send it to orbit. You need to use that.
by BorisOZ
Mon Nov 04, 2024 1:44 am
Forum: Ideas and Suggestions
Topic: Condition to Skip Schedule
Replies: 6
Views: 700

Re: Condition to Skip Schedule


Yes!

This is how I thought they'd fix the train refuelling problem. Instead they went with interrupts .

It makes so much more sense for destinations to be conditional.


Destinations are conditional with interrupts.

Create interrupt, give it conditions and a destination. When the train tries ...
by BorisOZ
Fri Nov 01, 2024 4:11 am
Forum: Bug Reports
Topic: [2.0.12] Train does not move between stops with same name (MR)
Replies: 19
Views: 3117

Re: [2.0.12] Train does not move between stops with same name, conditions flash rapidly


Please do not respond without first reading the post and verifying any solutions you offer. This is very rude.

Apologies, I was slightly wrong. I just realised I was using interrupts, not just one station in the schedule. Screenshots below, it still requires stops to be set to 0 train limit when ...
by BorisOZ
Wed Oct 30, 2024 7:52 am
Forum: Bug Reports
Topic: [2.0.12] Train does not move between stops with same name (MR)
Replies: 19
Views: 3117

Re: [2.0.12] Train does not move between stops with same name, conditions flash rapidly

This is intended, and not a bug. You are telling the train to go to a station, and it is currently at that station. Why would it move?

To achieve the functionality you desire, check out this post https://forums.factorio.com/viewtopic.php?f=18&t=117059

Basically what you want is to have circuit ...
by BorisOZ
Mon Oct 28, 2024 8:04 am
Forum: Ideas and Suggestions
Topic: [2.0] Train interupt - item/fluid wildcard on empty trains
Replies: 4
Views: 1247

Re: [2.0] Train interupt - item/fluid wildcard on empty trains

If I am understanding what you want correctly, then you don't need to be using wildcards here. You can rename all your pickup stations to have the same name, e.g. "[item=passive-provider-chest]", and the functionality will be what you have asked for.

It doesn't really make sense for the wildcard to ...
by BorisOZ
Wed May 10, 2017 11:28 pm
Forum: Implemented Suggestions
Topic: Allow blueprint placing while in map
Replies: 3
Views: 1924

Re: Allow blueprint placing while in map

I know that it hasn't worked for me. Might be a bug though but I haven't seen it in the changelogs.
by BorisOZ
Wed May 10, 2017 12:29 pm
Forum: Implemented Suggestions
Topic: Allow blueprint placing while in map
Replies: 3
Views: 1924

Allow blueprint placing while in map

With the new zoom feature on the map (really cool btw) I would love to be able to place blueprints. I can't be the only person that wants to just sit in the middle of their base after they have set up the start of a logistics system and control literally everything from one spot. Maybe you would ...

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