Search found 323 matches

by DarkShadow44
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.
by DarkShadow44
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.
by DarkShadow44
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?
by DarkShadow44
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Forum: Outdated/Not implemented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.
by DarkShadow44
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...
by DarkShadow44
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...
by DarkShadow44
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.
by DarkShadow44
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... :D

Also, can we maybe get Rate Calculator functionality for multiple machines as well? It's a really big QoL for me!
by DarkShadow44
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 ...
by DarkShadow44
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.
by DarkShadow44
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.
by DarkShadow44
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 :)
by DarkShadow44
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 :)
by DarkShadow44
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.
by DarkShadow44
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...
by DarkShadow44
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

TheKillerChicken wrote:
Sat Aug 17, 2024 11:03 am
What I mean is that if the value keyed into the game logic was a full-blown duodecillion, it will hit ~2 exabytes of ram.
Again, that's now how it works. Going from 32bit to 64bit simply doubles the memory requirements. For those integers.
by DarkShadow44
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 ...
by DarkShadow44
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?
by DarkShadow44
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...

Go to advanced search