Search found 466 matches

by GrumpyJoe
Sat Aug 31, 2024 10:28 am
Forum: General discussion
Topic: About Marathon difficulty and the development of Factorio
Replies: 16
Views: 1180

Re: About Marathon difficulty and the development of Factorio

It might not be marathon, but I absolutely love to increase research cost. It forces you to build big from the start, kinda "rushing" rails That way I'm not stuck in my usual progression paralysis, where you rush late game tec and wanna make a huge transition from your starter base to mega...
by GrumpyJoe
Sun Aug 25, 2024 5:51 pm
Forum: Gameplay Help
Topic: Spidertron speed
Replies: 3
Views: 284

Re: Spidertron speed

You can edit the mod
Or use one that makes its equipment grid larger and put more "legs" in it
by GrumpyJoe
Fri Aug 23, 2024 8:00 pm
Forum: Off topic
Topic: The Crust Factory Game
Replies: 1
Views: 1047

Re: The Crust Factory Game

About a week before release (beta?) I saw an ad on Twitter. The trailer is only CGI cutscenes and makes it feel a little bit like ANNO 2205 (I think that's the number. The one you go to the moon) There are now plenty of Youtubers showing it. If you follow basebuilding people, I'm sure you'll find it...
by GrumpyJoe
Sun Aug 18, 2024 6:29 am
Forum: Releases
Topic: Version 1.1.110
Replies: 2
Views: 7399

Re: Version 1.1.110

So Dosh must stay on .109? :lol:
by GrumpyJoe
Fri Aug 02, 2024 10:43 am
Forum: Mods
Topic: Fast Suite
Replies: 1
Views: 188

Re: Fast Suite

You forgot to add the mod page link. You did include one in your other post ;)
by GrumpyJoe
Tue Jul 30, 2024 3:12 pm
Forum: Bob's mods
Topic: How do you go back to classic long inserters in Bob's and Angels?
Replies: 1
Views: 270

Re: How do you go back to classic long inserters in Bob's and Angels?

You can set lenght with Shift (or CTRL?) + L if you don't wanna use the checkbox UI.

But im pretty sure "Bob's adjustable inserters" is a mod on it's own. If you wanna use angled inserters there probably isn't a way to fix your problem, otherwise just deinstall it.
by GrumpyJoe
Tue Jul 30, 2024 2:15 pm
Forum: Gameplay Help
Topic: Is there a way to scale the recipe icons in the map?
Replies: 6
Views: 525

Re: Is there a way to scale the recipe icons in the map?

Looks like pY?
Maybe pY modders can help? Ive never seen anything that big in map view, might be in their icon settings?
by GrumpyJoe
Thu Jul 18, 2024 4:38 pm
Forum: Technical Help
Topic: [1.1.109] Game freezes / excessive load and save times
Replies: 11
Views: 639

Re: [1.1.109 (build 62)] Game freezes / excessive load and save times

How far have you explored and polluted ? I have visited most of the planets on the original system and built bases on 5 or 6 of them. It sounds like part of my problem is I let the satellite scan the entire surface of many of the planets, that would explain the map size. I suspect there is no way t...
by GrumpyJoe
Thu Jul 11, 2024 4:23 am
Forum: Logistic Train Network
Topic: Every now and then a train just stops working
Replies: 3
Views: 349

Re: Every now and then a train just stops working

If it's really an integer overflow, I think it can happen.
But that brings up the question why you had requested so much before. And if you haven't, where do these come from?

Save game or at least some pictures would help us help you.
by GrumpyJoe
Thu Jul 11, 2024 4:19 am
Forum: Logistic Train Network
Topic: Train sends unexpected signal when arriving at multiple provider station
Replies: 1
Views: 198

Re: Train sends unexpected signal when arriving at multiple provider station

Welcome to thw forums.

Please use picture upload to forum, that way it would be easier for mobile reading. Can't put two tabs side by side.

Also, if you wouldn't mind people seeing your whole base, provide a save with location info of that station. Easier to 'debug' ingame.
by GrumpyJoe
Wed Jul 03, 2024 4:01 am
Forum: Modding help
Topic: new and need help with giving a machine custom functionality
Replies: 2
Views: 240

Re: new and need help with giving a machine custom functionality

If you're already good with Lua, you need to get yourself familiar with the Data Life Cycle and the API I'm no expert in either of those, but it seems that dynamicly changing inventory size is only possible for the player through inventory size bonus, which seems exclusive to player armor and resear...
by GrumpyJoe
Mon Jun 24, 2024 2:15 pm
Forum: Ideas and Suggestions
Topic: Toggle Ghost Visibility in Shortcut Bar
Replies: 9
Views: 768

Re: Toggle Ghost Visibility in Shortcut Bar

1.) ...when attempting to clear out trees, rocks, and other obstacles, which causes annoying accidental ghost removal. 2.)Another problem I frequently encounter is that it is very difficult to use blueprinting tools to capture just non-ghost entities when ghosts are around. 3.) Finally, ghosts are ...
by GrumpyJoe
Mon Jun 24, 2024 2:00 pm
Forum: Not a bug
Topic: [1.1.109] Inserter tooltip reports incorrect hand stack size
Replies: 4
Views: 530

Re: [1.1.109] Inserter tooltip reports incorrect hand stack size

curiosity wrote:
Sun Jun 23, 2024 11:55 pm

3. As a member of the player force, see that the tooltip of the enemy inserter reports your force's bonus.
Imho, this is right.
Its a tooltip, not a spytip.
It shows you what you'd get, if you were to build that entity for your force.
by GrumpyJoe
Wed Jun 19, 2024 3:51 am
Forum: Duplicates
Topic: Keybinds cut off in German localization (Change translation of keys?)
Replies: 6
Views: 552

Re: Keybinds cut off in German localization (Change translation of keys?)

As someone whose first language is german, I suggest you play english if this bothers you. German translations are always weird. Why would anyone need a word like UMSCHALTTASTE for CAPS and STEUERUNGSTASTE for CTRL, instead of your suggested shorter versions? I never play German translations, becaus...
by GrumpyJoe
Tue Jun 18, 2024 4:02 am
Forum: Combinator Creations
Topic: Uranium Processing Optimised Blueprint
Replies: 5
Views: 16105

Re: Uranium Processing Optimised Blueprint

simonk24 wrote:
Sat Jun 15, 2024 9:15 pm
I cant seem to figure out how the assembling machines are supposed to get u-235. Is there something missing in this blueprint? Or am ! missing something?
Those a Centifuges, not AMs
by GrumpyJoe
Fri Jun 14, 2024 11:02 am
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 1833

Re: Quality of items in Factorio 2.0

Could just be a mod loading order thingie? Recyclers could recycle more when they are better quality?
fff-399-scrap-recycling-recipe.png
fff-399-scrap-recycling-recipe.png (86.03 KiB) Viewed 1670 times
by GrumpyJoe
Sun Jun 09, 2024 4:48 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Bulk production mod
Replies: 1
Views: 265

Re: [Idea] Bulk production mod

If you have an idea you think is cool to play with, just upload it.

You'll get more response/download from people discovring it through a release forum post or "recently updated" on the mod portal, than people answering a question like this.
by GrumpyJoe
Sun Jun 09, 2024 4:32 pm
Forum: 1 / 0 magic
Topic: [1.1.107] Audio is disabled from startup due to some initialization error.
Replies: 4
Views: 539

Re: [1.1.107] Audio is disabled from startup due to some initialization error.

Look if patching to 1.1.108+ fixes this

.108 had a fix to an audio problem
by GrumpyJoe
Thu Jun 06, 2024 12:06 pm
Forum: Ideas and Suggestions
Topic: Missing/Required ingredients as a signal
Replies: 2
Views: 304

Re: Missing/Required ingredients as a signal

Read hand content. Either pulse or duration.

If you meant what an inserter COULD pick up, I believe you can read assemblers in 2.0. Shoild be able to read ingredients

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