Search found 24 matches

by gamestefan
Sun Jul 28, 2019 7:30 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274908

Re: Friday Facts #305 - The Oil Changes

There is some merit in the general idea that multiple outputs = the theme of oil processing, and of course the Heavy+Gas solution is compatible with that, while being very conservative in regards to the original BOP. Considering option 1 (solid fuel in science), it does help a bunch as solid fuel r...
by gamestefan
Sun Jul 28, 2019 12:12 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274908

Re: Friday Facts #305 - The Oil Changes

The second thing that I have been considering recently would be to make BOP output heavy and gas only, no light. The point of “oil processing only feels like a complicated process if it has multiple outputs” is quite valid. This would allow to keep robots before chemical science. The argument of ro...
by gamestefan
Sun Jul 28, 2019 7:34 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 274908

Re: Friday Facts #305 - The Oil Changes

*snip* As for oil products, my sugesstion is to keep current science, flamer fuel and rocket fuel recipes as is, but change following: 1) Change Petroleum Gas input in Sulfur recipe for Light Oil. This, along with Solid Fuel, gives Light Oil a major resource sink, so backing up should be less of a ...
by gamestefan
Sat Jun 08, 2019 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.46] Major performance regression compared to .45
Replies: 7
Views: 3724

Re: [0.17.46] Major performance regression compared to .45

Same issue here, I made a little screen recoding for you including the debug options enabled. When I am on zoomed in zoom levels in a forest I get a stuttering effect. I noticed that in the middle section behind "Sprites ... Calls: G xxx T xxx" the values for G and T behind calls can spike...
by gamestefan
Wed Mar 27, 2019 7:12 pm
Forum: Not a bug
Topic: [0.17.21] Gap appearing after connecting new belt
Replies: 2
Views: 1048

[0.17.21] Gap appearing after connecting new belt

I noticed a GAP appearing after I connected a new fully compressed belt to my green circuit bus. It seems that my machines are mainly pulling from the right side of the belt. Please find a screenshot below. I can provide a copy of my savegame, but I prefer to do that privately. Green circuit GAP.png...
by gamestefan
Sun Mar 24, 2019 2:19 pm
Forum: Duplicates
Topic: [0.17.17] Transport Belt Madness - Migration message
Replies: 1
Views: 752

[0.17.17] Transport Belt Madness - Migration message

When starting the campaign level "Transport Belt Madness - Level 1" the following screen shows indicating to me that this level is migrated from an older version of the game:
level migrated.png
level migrated.png (1.09 MiB) Viewed 752 times
by gamestefan
Sun Mar 24, 2019 2:02 pm
Forum: Campaign / Scenario suggestions
Topic: [0.17.17] Campaing feedback
Replies: 0
Views: 854

[0.17.17] Campaing feedback

Just finished the NPE/Tutorial campaign. Altough I am not a new player, I though it would be good to give it a try. Let's start with the parts I really liked: - This bot buddy Compilatron is a really nice additon to the game. I like him better than the hovering messages we had in previous versions. ...
by gamestefan
Sat Mar 02, 2019 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.3] Hand icon not disappearing from quickbar after repair packs run out
Replies: 5
Views: 2564

Re: [0.17.3] Hand icon don't disappear from quickbar after repair pack run out

Same here it seems to not only apply to repair packs:
Hand staying active when item runs out.png
Hand staying active when item runs out.png (588.75 KiB) Viewed 2523 times
by gamestefan
Sat Mar 02, 2019 10:23 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.1] "'Item' is in the way" message should not appear for the same item placed
Replies: 16
Views: 11195

Re: [0.17.1] "'Item' is in the way" message should not appear for the same item placed

I noticed that the same happens when pasting a blueprint over existing items using the new copy-paste features. Placing the blueprint holding shift does not give a floating message.
by gamestefan
Sat Mar 02, 2019 10:12 am
Forum: Not a bug
Topic: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar
Replies: 3
Views: 1183

Re: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar

Thanks for the reply, if it's not a bug it would be a very helpfull addition. it should not be too difficult to check if the item selected by the pipette tool is on one of the active quickbars and selecting it. Anyway, thanks for the new version and I hope this addtion will make it into the game som...
by gamestefan
Fri Mar 01, 2019 8:48 pm
Forum: Not a bug
Topic: [0.17.4] Pipette tool (Q) is not selecting item on the quickbar
Replies: 3
Views: 1183

[0.17.4] Pipette tool (Q) is not selecting item on the quickbar

When using pipette tool (key Q) to select an item it is not selected on the quickbar even if the item is there. the following screenshots show that the same item is selected once using key 7 to select the slot on the quickbar, the other time using Q. Frst pressing 7: Quickbar pressing 7.PNG Then Pre...
by gamestefan
Wed Feb 27, 2019 7:04 pm
Forum: Duplicates
Topic: [0.17.0] Automatic updates not working
Replies: 3
Views: 1013

[0.17.0] Automatic updates not working

Curretnly the automatic updates do not work for me. the logfile states the following: 32.787 Factorio initialised 32.789 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-available-versions?username=gamestefan&token=<private>&apiVersion=2 33.574 Info HttpShare...
by gamestefan
Sun Apr 08, 2018 7:45 pm
Forum: Pending
Topic: [0.16.30] Random crash after alt+tab
Replies: 2
Views: 1011

Re: [0.16.30] Random crash after alt+tab

Thanks for taking the case, however since the report I didn't have the crash again. I did have Windows and Factorio updates though. I suspect that the issue is solved magically by one of them.
by gamestefan
Sat Mar 17, 2018 5:29 pm
Forum: Pending
Topic: [0.16.30] Random crash after alt+tab
Replies: 2
Views: 1011

[0.16.30] Random crash after alt+tab

Somehow after the update to 0.16.30 the game start crashing randomly at alt+tab. Usually it works without any problem and I didn't manage to reproduce the exact circumstances yet. I can provide a save, but I prefer not to share it publicly. please PM me to request a save. Herewith the logfile and a ...
by gamestefan
Fri Jan 26, 2018 7:58 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 45483

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

Do you have any ideas for new scenarios, or improvements to the current ones? Yes, It would be nice if the PvP Production Score and Oil Harvest modes would become available as single player versions. Ofcourse with all the relavant options ;). It would be nice for users that don't like joining in mu...
by gamestefan
Sat Jan 06, 2018 12:55 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 338657

Re: Friday Facts #224 - Bots versus belts

I admit that I skipped some pages of this thread... Personally I like buffing over nerfing anyways (same for fluid machanics and sideloading), because from a developement perspective removing/nerfing stuff has a greater potential to break existing designs and make the users unhappy. Also overpowered...
by gamestefan
Mon Jan 01, 2018 1:23 pm
Forum: Resolved Problems and Bugs
Topic: [TOGos][0.16.12] Cliff glitches when cliff meets ore
Replies: 0
Views: 2097

[TOGos][0.16.12] Cliff glitches when cliff meets ore

First of all Happy New Year to all of you guys. I noticed that when cliffs and ore patches are in the same place, somethimes the cliffs just cut off. I attached a few images and a map exchange string containing the issue. the image "Factorio Cliffs 2 map" shows the location of the issue in...
by gamestefan
Sun Dec 24, 2017 12:01 pm
Forum: Ideas and Suggestions
Topic: circuit logic suggestions
Replies: 6
Views: 2329

Re: circuit logic suggestions

- add more wire colors - add combinators with enhanced logic like a processor. possibly something like the mod factorissimo with combinators - add combinator lights with at least 2 logics - add "any color" to the any signals Agree. The processor one is quite cool. - make this mod obsolete...
by gamestefan
Sat Dec 23, 2017 6:45 pm
Forum: Not a bug
Topic: Combinator connected to multiple roboports
Replies: 6
Views: 1692

Re: Combinator connected to multiple roboports

Why would we spend the time and sacrifice the performance to do that when the correct answer is "don't connect 2 or more roboports to the same circuit network"? The report is based on an error in my circuit network that I didn't catch. for performance reasons I would understand that fixin...
by gamestefan
Sat Dec 23, 2017 6:33 pm
Forum: Not a bug
Topic: Combinator connected to multiple roboports
Replies: 6
Views: 1692

Re: Combinator connected to multiple roboports

Alright, I might have expected a bit more smartness... I don't think it is a huge developement effort to check if the contents of the logistic network are already taken into account.

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