Search found 23 matches

by runamucker
Sat Jun 13, 2020 3:33 am
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52562

Re: Friday Facts #350 - Electric mining drill redesign

A huge improvement, but unsatisfying in that it drills the middle section more often than the ends, which just feels unbalanced, on top of it already feeling unbalanced in that the drill looks like it can only drill a 1x3 strip down the middle.
by runamucker
Wed Jan 22, 2020 12:36 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 44841

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

The tree effect looks like the leaves are flowing in two opposite directions at once, roughly along the NE-SW axis, and it's uncomfortable to look at. Also, this movement applies so evenly across the texture that it makes them look flat like water.
by runamucker
Sun Mar 25, 2018 11:56 am
Forum: Ideas and Suggestions
Topic: Empty blueprints shouldn't exist as an item
Replies: 16
Views: 6311

Re: Empty blueprints shouldn't exist as an item

Shift right click is the same button for copying chests limitations, assemblers recipes, train schedules, filter inserters constant combinators and bunches of stuff, so you would most likely try to copy something and instead get an unwanted blueprint in your cursor. this would worsen the issue of e...
by runamucker
Sat Mar 24, 2018 9:59 pm
Forum: Ideas and Suggestions
Topic: I need to know what goes on this belt right away
Replies: 4
Views: 1754

Re: I need to know what goes on this belt right away

Hold down alt while cursor is on a belt or blueprint belt and get a little movie clip of the items that most recently had flowed down that belt. The process of working backwards in map view to figure out what's supposed to be on an empty belt feels like part of the game to me, not a nuisance. So ma...
by runamucker
Sat Mar 24, 2018 9:46 pm
Forum: Ideas and Suggestions
Topic: Empty blueprints shouldn't exist as an item
Replies: 16
Views: 6311

Re: Empty blueprints shouldn't exist as an item

Shift-right-clicking in the world (or in zoomed-in map view) with an empty cursor should create an empty blueprint in-hand. This is even easier than selecting one from toolbelt.

Empty blueprints in inventory/toolbelt should auto-delete.
by runamucker
Sat Mar 24, 2018 9:23 pm
Forum: Ideas and Suggestions
Topic: Rail Chain Signals Need A Better Desciption
Replies: 4
Views: 2174

Re: Rail Chain Signals Need A Better Desciption

Agreed. The description is incorrect and misleading. Chain signals were voodoo magic to me until I watched some really clear YouTube rail tutorials.

"Chain signals first read the block ahead for trains. If it's clear, they read the signal(s) that end the block."
by runamucker
Sat Mar 24, 2018 9:07 pm
Forum: Ideas and Suggestions
Topic: train out of fuel marker
Replies: 3
Views: 1429

Re: train out of fuel marker

Yup. On par with lack of electricity, which gets a map marker.
by runamucker
Tue Mar 20, 2018 12:53 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Paired train stops send/receive circuit network info wrongly
Replies: 5
Views: 3705

Re: [Twinsen] Paired train stops send/receive circuit network info wrongly

boredompwndu wrote:When train stops are paired together (white box on station placement)...
What do you mean by train stops paired together? When is there a white box on station placement?

I know the problem is solved (ish). I'm curious for myself.
by runamucker
Tue Mar 13, 2018 9:27 am
Forum: Duplicates
Topic: [0.16.30] Circuit conditions don't think 0.5 is > 0
Replies: 2
Views: 1058

Re: [0.16.30] Circuit conditions don't think 0.5 is > 0

Optera wrote:You can use Inventory Sensor which always rounds to the 1st digit.
I'm not going to add a mod just for this problem. I changed the train's wait conditions to sulfuric acid < 1.
by runamucker
Tue Mar 13, 2018 6:51 am
Forum: Duplicates
Topic: [0.16.30] Circuit conditions don't think 0.5 is > 0
Replies: 2
Views: 1058

[0.16.30] Circuit conditions don't think 0.5 is > 0

I have a station where sulfuric acid is unloaded. By circuit conditions, the pumps are enabled if the offloading train is holding sulfur > 0. The buggy behaviour is that the pumps disable (red lights are on) if there's still 0.5 sulfur left in the fluid wagon. I would expect the pumps to stay on unt...
by runamucker
Thu Mar 08, 2018 11:50 pm
Forum: Pending
Topic: [16.28] Game freezes at random times
Replies: 4
Views: 3914

Re: [16.28] Game freezes at random times

It may not be this issue, but I notice you have Factorio on a drive other than C, so this came to mind. Check that your drives don't go to sleep. You think a C drive can go to sleep? When would it ever have the opportunity? It's constantly writing and accessing the swap/page file to keep everything...
by runamucker
Thu Mar 08, 2018 5:49 am
Forum: Resolved Problems and Bugs
Topic: [rseding91] [16.28] Mining item dropped on ground makes it jump
Replies: 1
Views: 2276

[rseding91] [16.28] Mining item dropped on ground makes it jump

What did you do? I attempted to pick up an iron ore item dropped on the ground with mining (rather than 'f') while my inventory couldn't accommodate any more. What happened? The item jumped around on the ground, usually diagonally up and to the left, and the floating words said "+1 iron ore (50...
by runamucker
Mon Mar 05, 2018 8:51 pm
Forum: Pending
Topic: [16.28] Game freezes at random times
Replies: 4
Views: 3914

[16.28] Game freezes at random times

I'm almost embarrassed to report this because of how little information I have to give you, I mean, I'll really try, but... What did you do? I played the game What happened? The whole game froze. My mouse still moved, and I could alt-tab out and use my computer fine, but Factorio refused to respond ...
by runamucker
Sun Mar 04, 2018 9:56 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [16.27] Quickbar hand covers #of items left
Replies: 1
Views: 5795

[Dominik] [16.27] Quickbar hand covers #of items left

What did you do? I put a 20+ stack of an item in a quickbar slot. I used right-click to pick up half the items. What happened? The black hand icon, which appears in a quickbar slot and shows that an item from that slot is in in my hand, appeared and covered the number of items remaining in that slot...
by runamucker
Fri Nov 17, 2017 11:17 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68348

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

Optera wrote:Fixed in 1.5.3.
Seems like I removed some code a while ago and never noticed manual trains no longer reset connection properly. :oops:
yw
by runamucker
Fri Nov 17, 2017 7:56 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68348

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

Optera wrote:Please attach the save file where this happens.
Preferably without any mod except IS.
Here. There's an IS at each platform.
by runamucker
Fri Nov 17, 2017 4:17 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68348

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

The only way to reproduce your effects is to have insane high intervals set. I don't know if you, your friends in MP or some factorio glitch set those and frankly I don't care. Reset mod settings to default while effected saves are loaded and IS will again work again. I reset the mod settings. It s...
by runamucker
Thu Nov 16, 2017 6:54 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68348

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

Like I said vehicles are cleared and re-scanned every scan interval. Trains are removed every update interval when their state changes to any state other than wait_station, wait_signal or manual. The only explanation for your effects is setting very long update and scan intervals. So for the first ...
by runamucker
Wed Nov 15, 2017 5:20 pm
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 68348

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

This is by design. To work with manual trains and cars IS has to constantly scan for these vehicles. Doing so every tick would utterly tank performance so it's set to only scan every 2s. Automatic mode trains and static entities are handled instantly through events. If you feel 2s is too slow you c...
by runamucker
Tue Nov 14, 2017 2:41 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 208897

Re: [MOD 0.15] Upgrade planner

I really, really like having this functionality in the game, but it's so easy compared to vanilla that it feels too much like cheating. :? I want to work for it, earn those replacements. Sooooo.... feature request: Make it expensive!! Please, make it require Blue Science research have the cursor ite...

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