Duplicate indeed, my bad, should've searched better.
Many thanks regardless.
Search found 47 matches
- Thu Dec 14, 2023 6:01 am
- Forum: Duplicates
- Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
- Replies: 2
- Views: 374
- Wed Dec 13, 2023 11:42 pm
- Forum: Duplicates
- Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
- Replies: 2
- Views: 374
[1.1.100] Crash after confirming "999..." input in CC Signal Value field
[1.1.100] Crash after confirming "999..." input in CC Signal Value field Description Pedantics aside, for simplicity I will refer to the upper-/lower-bound/overflow-integer as MAXINT or -MAXINT depending on its sign. Failing there for being a simpler way to input exactly MAXINT or -MAXINT...
- Sun Nov 01, 2020 3:15 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79279
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Per the menu backgrounds, I have two kinda broad-ish questions: 1. We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have. The FFF shows a sort of abrupt change from scene to scene, without even a fade or s...
- Fri Jun 26, 2020 6:58 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 20614
Re: Version 0.18.34
Oof, my bad. Completely misunderstood the implementation
- Fri Jun 26, 2020 6:48 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 20614
Re: Version 0.18.34
Running 18.34 here, on latest beta in Steam.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.
Video is only 1.88MB in size, so its fairly mobile data friendly.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.
Video is only 1.88MB in size, so its fairly mobile data friendly.
- Thu Jan 02, 2020 4:03 pm
- Forum: Minor issues
- Topic: [0.17.79] Overlapping electric networks can cause increased power draw
- Replies: 6
- Views: 3371
Re: [?] Overlapping electric networks can cause increased power draw
What version of the game is that? 17.79, Steam is set to "17.x Latest 0.17 Experimental".... yikes, forgot that in the title. EDIT: Thanks for the thread cleanup, my bad, that I gotta work on. A certain image was out of order, namely the mouse-over of an un-accu'd turbine network, which I...
- Thu Jan 02, 2020 2:10 pm
- Forum: Minor issues
- Topic: [0.17.79] Overlapping electric networks can cause increased power draw
- Replies: 6
- Views: 3371
[0.17.79] Overlapping electric networks can cause increased power draw
So quite the wordy title, I wasn't sure how to formulate it concisively. tl;dr - An electrical consumer, ie. a lamp, connected to multiple seperate electric networks (by means of coverage-overlap) will multiply the effective draw from an electrical supply, ie. turbine according the number of electri...
- Mon Aug 20, 2018 1:29 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 7927
"Each" Signal Choice as Stack Size Control Signal
TL;DR Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control. What ? Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overridi...
- Fri Jul 27, 2018 4:26 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 32286
Re: Friday Facts #253 - Fans & Fun
D'aww, and here I was hoping that damaged walls would also be shown as cracked and degraded Γ‘ la Age of Empires, not just the little health bar. Can't have everything I guess, although I'm sure someone's gonna work on a mod for it. Once again, nice work, it all looks so crisp and professionally done...
- Fri Jul 13, 2018 3:30 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 35953
Re: Friday Facts #251 - A Fistful of Frames
And I was wondering what the hell I should do on my August holidays. Thanks for giving me a good excuse to visit Prague! If anyone wants to meet up for a few beers and a LAN session I'm more than happy to tag along. Question for the devs, will these computers have 0.17 on them? Or the current 0.16 s...
- Sat Jun 23, 2018 7:41 am
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 32814
Re: Friday Facts #248 - Not Saturday Facts
Still, got a nice smooth 60fps there, so we got that going for 0.17, which is nice I guess. ^^Twinsen wrote: Oh, and our coding always goes as planned without any problems.
- Sat Jun 16, 2018 12:18 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 62618
Re: Friday Facts #247 - Pricing and its exploits
Wow, that trailer for Satisfactory is pretty nice. Kudos to Wube for highlighting it despite it becoming a potential competitor; I might have never come across it otherwise. Reminds me a little of ARK: Survival with a little NMS thrown in. Well, everything NMS tried to pack into the base-building as...
- Fri Jun 15, 2018 3:05 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 95960
Re: Version 0.16.51
I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy."FactorioBot wrote:Graphics
- Changed the battery item icon to be more consistent with the technology icon.
- Sun May 27, 2018 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17421
Re: Iron Chests, An Idea for Conversion and Re-Use
I got it. Reduce the Cargo-Wagon iron usage in the recipe to 16, add in 1 Iron Chest, total iron raw becomes 44, recipe kiiiinda makes a little sense since ie. the fluid-wagon needs a fluid-tank as well as its other raws.
Oooor not. I dunno, just chucking suggestions into the air.
Oooor not. I dunno, just chucking suggestions into the air.
- Tue May 22, 2018 5:12 pm
- Forum: Releases
- Topic: Version 0.16.44
- Replies: 11
- Views: 12212
Re: Version 0.16.44
>when the fix for your discovered bug gets featured.
Again thanks to all devs for their quick work.
Again thanks to all devs for their quick work.
- Mon May 21, 2018 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17421
Re: Iron Chests, An Idea for Conversion and Re-Use
The solution is to minimize the gameplay-time with iron-chest usage. Use wooden ones until no longer feasible, then burn. Use steel chests afterward, and then collect and convert into logistic chests. Adding a recipe or amending current ones to nullify all "dead-end" recipes reduces the ga...
- Fri May 18, 2018 6:58 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.43] Destroying cliffs with the help of ghosts
- Replies: 5
- Views: 4470
Re: Destroying cliffs with the help of ghosts v0.16.43
>create a several chunk x several chunk sized concrete blueprint
>throw one cliff explosives
Problems gone for a while ^^
>throw one cliff explosives
Problems gone for a while ^^
- Wed May 16, 2018 11:09 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373576
Re: Friday Facts #225 - Bots versus belts (part 2)
Lock the thread while you're at it.
50 pages is... I'd say enough.
50 pages is... I'd say enough.
- Mon May 14, 2018 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Circuit Network Information 2.0 - Open Your World
- Replies: 8
- Views: 5774
Circuit Network Information 2.0 - Open Your World
Is there any major reason why many of the late-game advanced buildings do not allow connection to a circuit network , even if just to measure or read their contents , essentially sending the same content information into circuit wires which I see in my sidebar-window when I hover over said building...
- Mon May 14, 2018 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Filters in Fluid Wagons & Pumps
- Replies: 4
- Views: 2833
Re: Filters in Fluid Wagons & Pumps
I've personally had this problem, and been able to get around this by using an arithmetic & decider combinator to detect if the pump is mathematically empty (IF -> ANYTHING multiplied by 10 is NOT EQUAL to 0) once a train has left the station, and if it this is True (as in not equal to 0), a &qu...