Search found 359 matches

by DarkShadow44
Sat Dec 28, 2024 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again
Replies: 4
Views: 1686

Re: [Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again

A bit OT, but this confused me:

This can be a potentially soft-locking problem if the player is somehow stranded "naked" on Vulcanus, as without any other items Ashland trees are the only local source of fuel for Stone Furnaces to create plates required to progress further.

How could you get ...
by DarkShadow44
Fri Nov 29, 2024 1:02 am
Forum: Balancing
Topic: Restarting nutrients supply is a pain in the ass
Replies: 15
Views: 1784

Re: Restarting nutrients supply is a pain in the ass

I didn't consider it too bad. Just need a spoilage storage and an assembler to convert it to nutrients. Then you have two biochambers, one to create mash, one to turn it into nutrients. As long as you got fruit, it only needs a few spoilage to give you enough nutrients to run itself and a bioflux ...
by DarkShadow44
Fri Nov 29, 2024 12:27 am
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 57
Views: 14044

Re: Auto-launching of mixed rockets

I too would like a way to load mixed rockets, would be nice to easily create new platforms without having so send a full stack of each separate item. Sorting items by weight and loading as many as can fit and then auto-launching at fullness percent would be nice. Not sure how to deal with stuff like ...
by DarkShadow44
Mon Nov 25, 2024 6:24 pm
Forum: Won't fix.
Topic: [2.0.15] Inserter stuck loading furnace
Replies: 8
Views: 878

Re: [2.0.15] Inserter stuck loading furnace

Since this is one of the mechanics, this is more "Not a Bug", I think.
by DarkShadow44
Mon Nov 25, 2024 6:23 pm
Forum: Technical Help
Topic: Turbo belt "imprinted" on screen [2.0.20]
Replies: 1
Views: 288

Re: Turbo belt "imprinted" on screen [2.0.20]

I assume screenshots don't capture the issues? In this case I assume this is a screen issue, not much factorio can do.
by DarkShadow44
Sat Nov 23, 2024 7:03 pm
Forum: Ideas and Suggestions
Topic: Remove Space Age mod dependency on Quality
Replies: 6
Views: 664

Re: Remove Space Age mod dependency on Quality

Nemoricus wrote: Sat Nov 23, 2024 5:47 pm Space Age requires the recycler that is included in the Quality mod.
I mean, that could be changed
by DarkShadow44
Fri Nov 22, 2024 9:41 pm
Forum: Gameplay Help
Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
Replies: 10
Views: 1315

Re: Which Recipes are NOT affected by the Productivity Cap of +300%?

Should be possible to test in the editor, combined with cheat mode.
by DarkShadow44
Wed Nov 20, 2024 5:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Recipe is undesirably pasted on last item placed with shift+click
Replies: 3
Views: 1425

Re: [Rseding91] [2.0.15] Recipe is undesirably pasted on last item placed with shift+click

Thanks for reporting, I had the same issue, but only occasionally and couldn't reproduce it. Glad you figured it out, and thanks to Rseding91 for fixing!
by DarkShadow44
Wed Nov 20, 2024 4:32 pm
Forum: Gameplay Help
Topic: How to deal with bioflux spoiling mid-swing?
Replies: 9
Views: 1351

Re: How to deal with bioflux spoiling mid-swing?

That got mentioned in Items held by the inserters shouldn't spoil :

2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit ...
by DarkShadow44
Wed Nov 20, 2024 4:27 pm
Forum: Bug Reports
Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
Replies: 5
Views: 677

Re: [2.0.14] Bots jumping / snapping backwards on Aquilo

Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?
by DarkShadow44
Wed Nov 20, 2024 4:23 pm
Forum: Duplicates
Topic: [2.0.15] Rotating a ghost doesn't get tracked for undo
Replies: 2
Views: 271

Re: [2.0.15] Rotating a ghost doesn't get tracked for undo

Also mentioned in FFF 412:
This doesn't apply to rotations made by hand using the R key, as that is easy to correct yourself and could spam up the undo queue.
Although I wish they'd reconsider.
by DarkShadow44
Fri Nov 15, 2024 11:55 am
Forum: 1 / 0 magic
Topic: [2.0.18] Crash
Replies: 10
Views: 766

Re: [2.0.18] Access Violation Crash

Sounds to me like bad hardware. Could you try memtest?
by DarkShadow44
Thu Nov 14, 2024 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 2588

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority


Quite the opposite for me. I expect un-spoilable items to be considered 100% fresh, and spoilage to be considered 100% spoiled, and spoilable items to come in between. I built a whole factory module around this for iron production on gleba and then was distraught to find that neither of these ...
by DarkShadow44
Wed Nov 13, 2024 9:01 am
Forum: Outdated/Not implemented
Topic: Items held by the inserters shouldn't spoil.
Replies: 15
Views: 2710

Re: Items held by the inserters shouldn't spoil.


2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit into input inventory. If its attempted to be inserted into ...
by DarkShadow44
Tue Nov 05, 2024 6:29 pm
Forum: Technical Help
Topic: Has anyone tried running Factorio on Raspberry Pi 5 Box64 ?
Replies: 9
Views: 2980

Re: Has anyone tried running Factorio on Raspberry Pi 5 Box64 ?

Yeah, I compiled box64 (because 16k page sizes) and then just ran it.
by DarkShadow44
Tue Nov 05, 2024 1:21 pm
Forum: Ideas and Suggestions
Topic: A weaker, non-spoilable Nutrient to kickstart Gleba
Replies: 10
Views: 3878

Re: A weaker, non-spoilable Nutrient to kickstart Gleba

I think it's fine as-is, since you can always use assemblers to make nutrients from spoilage, that's how my reset-vector is made.
by DarkShadow44
Tue Nov 05, 2024 1:20 pm
Forum: Not a bug
Topic: [2.0.14] Logistic robots are not targetable by enemies
Replies: 2
Views: 256

Re: [2.0.14] Logistic robots are not targetable by enemies

Stupid question, but does this mean that only logistic robots are optimized like that, and construction bots are not? Because I kinda assumed both would be handled the same.
by DarkShadow44
Tue Nov 05, 2024 1:19 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 23
Views: 5211

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

Yes, some way to read spoilage for the circuit network would be awesome.
by DarkShadow44
Sat Nov 02, 2024 7:19 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 219
Views: 68026

Re: Friday Facts #374 - Smarter robots


They may have removed infinite loops when flying outside a network, but im wondering why we can't have robots that stay inside the network period. In the example shown at the end of this Friday facts, why can we make it so the robots just go up and around instead of leaving the network? Even if ...

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