Search found 323 matches
- Sat Sep 14, 2024 4:19 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 41470
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
Also, one day is hardly enough to play the expansion, that's why I recommend at least one week free time.
- Wed Sep 11, 2024 6:18 pm
- Forum: Technical Help
- Topic: Resources disappeared after the update.
- Replies: 9
- Views: 427
Re: Resources disappeared after the update.
If you disable all mods, then the control-click trick for synchronizing mods should work.
- Tue Sep 10, 2024 9:17 pm
- Forum: Technical Help
- Topic: Resources disappeared after the update.
- Replies: 9
- Views: 427
Re: Resources disappeared after the update.
Probably best to load a previous file, do you have autosaves?
- Thu Sep 05, 2024 8:10 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 67498
Re: The order of construction
Not gonna lie, there is something cool to the bots filling in the blueprints in those patterns. But I agree that for personal bots it would often be useful if they did them from closest -> farthest instead of randomly.
- Thu Sep 05, 2024 4:52 pm
- Forum: Fixed for 2.0
- Topic: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
- Replies: 6
- Views: 1365
Re: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
Iterate over all saved fluids - if there is a match for the current recipe, put it in. Everything else (or surplus) gets pushed out. He mentioned that fluids can't be pushed out after deleting the fluid box. There is nothing to do the push with. That's where the "reference to the connecting pi...
- Wed Sep 04, 2024 4:52 pm
- Forum: Fixed for 2.0
- Topic: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
- Replies: 6
- Views: 1365
Re: [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes
It works this way so fluid for a given recipe gets re-used for the next one if they are acceptable. Using 1.1.110 and when I copy paste "lubricant from heavy oil" onto a chemical plant with "solid fuel form heavy oil" there is nothing re-used - the heavy oil is lost. Did somethi...
- Tue Sep 03, 2024 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Telling inserters where to place items on transport belts
- Replies: 33
- Views: 21663
Re: Manipulator – Which lane should I put it in, Which strip should I take it from
Inserters take from both lanes, so apart from some corner cases that is not really an issue, is it?
Putting things on a specific lane, that's where you have mods for. I do like the challenge of limits, similar story for there not being long fast inserters.
Putting things on a specific lane, that's where you have mods for. I do like the challenge of limits, similar story for there not being long fast inserters.
- Fri Aug 30, 2024 11:12 am
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 89
- Views: 12806
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
And this time it is my mod ascended, more QoL for all!
Guess I'll have to find a new thing to work on...
Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
Guess I'll have to find a new thing to work on...
Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
- Sat Aug 24, 2024 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 18
- Views: 3043
Re: Passive Requester Chests
Similar ideas in Would like a "Request from Storage" chest and Passive requester chests . I'd also like this added in one way or another. Current situation: I have a lot of coal in storage chests, including a coal passive provider, but no coal requesters If I now put a coal requester, the ...
- Fri Aug 23, 2024 7:39 pm
- Forum: General discussion
- Topic: Possible unlimited resources exploit in Space Age ?
- Replies: 6
- Views: 713
Re: Possible unlimited resources exploit in Space Age ?
Honestly, I wouldn't worry about it. It's not even out yet, and the devs are aware of potential exploits using productivity and recycling. They'll make it work without issues.
- Fri Aug 23, 2024 7:05 pm
- Forum: Bug Reports
- Topic: [1.1.109] Belt flickering when there is camera window
- Replies: 2
- Views: 287
Re: [1.1.109] Belt flickering when there is camera window
I can confirm the issue, although it happens a lot rarer for me.
- Wed Aug 21, 2024 12:58 am
- Forum: Technical Help
- Topic: Is there a way to sync mods with the exact version?
- Replies: 4
- Views: 833
Re: Is there a way to sync mods with the exact version?
Brilliant, thanks! IMHO you should expose that as official feature, it's pretty useful for heavily modded games.
Thank you
Thank you
- Tue Aug 20, 2024 11:37 pm
- Forum: Technical Help
- Topic: Is there a way to sync mods with the exact version?
- Replies: 4
- Views: 833
Re: Is there a way to sync mods with the exact version?
Still would like this feature
- Tue Aug 20, 2024 8:53 pm
- Forum: Modding interface requests
- Topic: Prototype property to restrict inserters to pick up from a single lane
- Replies: 6
- Views: 3007
Re: Prototype property to restrict inserters to pick up from a single lane
I guess there's nothing changed in this regard?
- Tue Aug 20, 2024 8:49 pm
- Forum: Minor issues
- Topic: [0.16.51]Inserters stuck looping with uncompressed blue belt
- Replies: 6
- Views: 4441
Re: [0.16.51]Inserters stuck looping with uncompressed blue belt
Not 100% sure, but with the inserter buffs from FFF 419 this might be not an issue anymore.
- Mon Aug 19, 2024 3:36 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 39549
Re: Friday Facts #380 - Remote view
Internally we had quite a lot of logic related to "real direction" and "future direction", which had to be considered in a lot of places and it was always bringing more and more problems. I wonder if that also means that a blueprint on top of existing belts will instantly rotate...
- Sat Aug 17, 2024 2:45 pm
- Forum: Ideas and Suggestions
- Topic: 64-bit integer limit
- Replies: 18
- Views: 1943
Re: 64-bit integer limit
Again, that's now how it works. Going from 32bit to 64bit simply doubles the memory requirements. For those integers.TheKillerChicken wrote: ↑Sat Aug 17, 2024 11:03 amWhat I mean is that if the value keyed into the game logic was a full-blown duodecillion, it will hit ~2 exabytes of ram.
- Fri Aug 16, 2024 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Place temporary train stop outside of map mode
- Replies: 0
- Views: 141
Place temporary train stop outside of map mode
TL;DR Some way to tell an automatic locomotive to move without entering map mode. What ? Currently you can only set a temporary trainstop (ctrl-leftclick) while in zoomed out map mode: zoomed_out.png Outside of the map, or if you zoom too far in, you can't place one anymore: zoomed_in.png Why ? In ...
- Fri Aug 16, 2024 2:56 pm
- Forum: Modding interface requests
- Topic: More than 1 instance of "tile-effect"
- Replies: 6
- Views: 2222
Re: More than 1 instance of "tile-effect"
Is this implemented for 2.0, seeing how lava is a thing now?
- Fri Aug 16, 2024 2:55 pm
- Forum: Ideas and Suggestions
- Topic: Use delta-compression to speed up joining a multiplayer game
- Replies: 9
- Views: 881
Re: Use delta-compression to speed up joining a multiplayer game
Similar suggestion here: https://forums.factorio.com/viewtopic.php?f=6&t=23014 Although this one is about the delta between "save at joining" and "save again after download finished" to prevent catch-up and pausing. I have a few benchmarks over there, although a bit older. Yo...