Search found 23 matches
- Sat Jun 13, 2020 3:33 am
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52960
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.
- Wed Jan 22, 2020 12:36 am
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 45242
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.
- Sun Mar 25, 2018 11:56 am
- Forum: Ideas and Suggestions
- Topic: Empty blueprints shouldn't exist as an item
- Replies: 16
- Views: 6353
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...
- 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: 1766
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...
- Sat Mar 24, 2018 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Empty blueprints shouldn't exist as an item
- Replies: 16
- Views: 6353
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.
Empty blueprints in inventory/toolbelt should auto-delete.
- Sat Mar 24, 2018 9:23 pm
- Forum: Ideas and Suggestions
- Topic: Rail Chain Signals Need A Better Desciption
- Replies: 4
- Views: 2187
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."
"Chain signals first read the block ahead for trains. If it's clear, they read the signal(s) that end the block."
- Sat Mar 24, 2018 9:07 pm
- Forum: Ideas and Suggestions
- Topic: train out of fuel marker
- Replies: 3
- Views: 1445
Re: train out of fuel marker
Yup. On par with lack of electricity, which gets a map marker.
- 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: 3781
Re: [Twinsen] Paired train stops send/receive circuit network info wrongly
What do you mean by train stops paired together? When is there a white box on station placement?boredompwndu wrote:When train stops are paired together (white box on station placement)...
I know the problem is solved (ish). I'm curious for myself.
- 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: 1063
Re: [0.16.30] Circuit conditions don't think 0.5 is > 0
I'm not going to add a mod just for this problem. I changed the train's wait conditions to sulfuric acid < 1.Optera wrote:You can use Inventory Sensor which always rounds to the 1st digit.
- 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: 1063
[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...
- Thu Mar 08, 2018 11:50 pm
- Forum: Pending
- Topic: [16.28] Game freezes at random times
- Replies: 4
- Views: 3932
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...
- 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: 2291
[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...
- Mon Mar 05, 2018 8:51 pm
- Forum: Pending
- Topic: [16.28] Game freezes at random times
- Replies: 4
- Views: 3932
[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 ...
- 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: 5813
[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...
- Fri Nov 17, 2017 11:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68838
Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2
ywOptera 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.
- Fri Nov 17, 2017 7:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68838
Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2
Here. There's an IS at each platform.Optera wrote:Please attach the save file where this happens.
Preferably without any mod except IS.
- Fri Nov 17, 2017 4:17 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68838
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...
- Thu Nov 16, 2017 6:54 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68838
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 ...
- Wed Nov 15, 2017 5:20 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68838
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...
- Tue Nov 14, 2017 2:41 am
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 210036
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...