Search found 133 matches

by burninghey
Sun Jan 19, 2025 5:13 pm
Forum: Ideas and Suggestions
Topic: Ingame simple calculator
Replies: 16
Views: 12227

Re: Ingame simple calculator

Sorry for necro'ing old thread, but it's still missing.

/c game.player.print(1234 * 5678)

disables achievments..
by burninghey
Fri Jan 10, 2025 2:17 pm
Forum: Releases
Topic: Version 2.0.30
Replies: 2
Views: 8966

Re: Version 2.0.30

Thanks for the great work!

Catched a bug :) This link is not correct
FactorioBot wrote: Fri Jan 10, 2025 12:35 pm
  • Fixed that cycling quality did not work while the mouse was over scrollable widgets. (125424)
by burninghey
Thu Jan 09, 2025 2:05 pm
Forum: Minor issues
Topic: [2.0.28] Space platform quality upgrade
Replies: 1
Views: 196

[2.0.28] Space platform quality upgrade

What did you do?

Upgrading my existent space ship to rare, including the platform hub

What happened?

Icon on space platform hub for upgrade, indicating there is an available upgrade path for these. Open request for a rare space platform to build.
Can't build space platforms directly on planet, so ...
by burninghey
Sat Dec 07, 2024 5:51 pm
Forum: Not a bug
Topic: [2.0.23] Quality Production
Replies: 4
Views: 446

Re: [2.0.23] Quality Production

I do agree, it's convenient to be able to do this.

But there should be at least some indication, that it's not available yet. Like a grey-out symbol, a note in the tooltip, something.
The list shows all available recipes, but (yet) impossible combinations too. This is without epic research
Bild ...
by burninghey
Sat Dec 07, 2024 3:23 pm
Forum: Not a bug
Topic: [2.0.23] Quality Production
Replies: 4
Views: 446

[2.0.23] Quality Production

What did you do?

Playing space age for the first time. Do not watch any lets plays or spoiler messages, besides some fff.
Setting up production lines as always. There's now a quality button when setting recipes, great!
There's a tooltip for legendary chance when viewing quality modules 2 in ...
by burninghey
Fri Dec 06, 2024 8:37 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 23100

Re: Version 2.0.24

Factorio is all about finding elegant solutions. Now someone did find a solution devs couldn't imagine, using mines in space, and you prohibit it? What a shame.
by burninghey
Wed Nov 20, 2024 2:56 am
Forum: Bug Reports
Topic: [2.0.20] Train signal upgrade/ghost in remote view plays wrong sound
Replies: 1
Views: 217

[2.0.20] Train signal upgrade/ghost in remote view plays wrong sound

When building a rail signal ghost at existing signals in map view, issueing an "upgrade order" with the other type (rail signal <-> rail chain signal) wrong sound effect is played
by burninghey
Sat Nov 02, 2024 4:25 pm
Forum: Ideas and Suggestions
Topic: Parameterized blueprint or selector combinator for train station color
Replies: 1
Views: 442

Parameterized blueprint or selector combinator for train station color

While setting up my train network, I love how trains change color depending on target station.

Now, with parameterized blueprints, I thought that's an easy way to change station color. No, color is not in there.

Reading the item type, selecting a color and sending this to the station would be ...
by burninghey
Sat Nov 02, 2024 3:10 pm
Forum: Bug Reports
Topic: [2.0.13] Generic train fuel signals mixes with generic item read from station
Replies: 2
Views: 322

[2.0.13] Generic train fuel signals mixes with generic item read from station

I'm having a hard time designing a refueling station that works while transitioning from coal to solid.
I tried to use the generic fuel item, but my train was stuck at refill because coal below threshold and no coal available at station.

However, I may have discover a bug while trying to find a ...
by burninghey
Fri Oct 18, 2024 11:27 am
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 32555

Re: Friday Facts #433 - Liftoff Initiated

More or less train kills, what's your guess?
by burninghey
Fri Oct 04, 2024 11:22 am
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 39800

Re: Friday Facts #431 - Gleba & Captivity

Finally, some serious alien technology! Bad badass eggs spoiling into something that could destroy your entire production chain.. how dare! Love it.
by burninghey
Sat Sep 14, 2024 11:51 am
Forum: Ideas and Suggestions
Topic: [Factorio.com] Add a way to sort the search results from the FFF
Replies: 3
Views: 628

[Website] Improving FFF's search option

TL;DR
Searching FFF's is pure chaos


What ?
Searching the FFFs - for example: https://factorio.com/blog/search/train is a bad mess. Why?
Suggestion: sort the search result by time created or title (new entries first)
This should be as easy as adding "ORDER BY .." to the sql query.


Why ?
You ...
by burninghey
Fri Sep 13, 2024 11:46 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 20647

Re: Friday Facts #428 - Reactor & Logistics circuit control

Terrahertz wrote: Fri Sep 13, 2024 11:39 am
burninghey wrote: Fri Sep 13, 2024 11:38 am Reading temperature feels easy, true.
What is this little R / G at the decider combinator interface?
Red and Green, so you can choose the signal input.
Oh well, why not using the red/green wire icon instead :ugeek:
by burninghey
Fri Sep 13, 2024 11:44 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 20647

Re: Friday Facts #428 - Reactor & Logistics circuit control

Importantly (or unfortunately), it does not include items needed to build ghosts (construction requests).
Oh please, try again!

There is a mod for this, but i was hoping you may include it in the game.
by burninghey
Fri Sep 13, 2024 11:38 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 20647

Re: Friday Facts #428 - Reactor & Logistics circuit control

Reading temperature feels easy, true.
What is this little R / G at the decider combinator interface?
by burninghey
Fri Jul 26, 2024 7:42 pm
Forum: Ideas and Suggestions
Topic: Blueprint with consumeables
Replies: 4
Views: 5692

Re: Blueprint with consumeables

I'm asking for the feature, because it's already implemented - but not publicy available / inconsistent.
Tried to do a bug report first https://forums.factorio.com/viewtopic.php?f=23&t=112710

- Building reactors with a request for 1 fuel makes it easy to add some logic like this https://wiki ...
by burninghey
Wed Jul 17, 2024 11:11 am
Forum: Ideas and Suggestions
Topic: Blueprint with consumeables
Replies: 4
Views: 5692

Blueprint with consumeables

For blueprinting trains, this is in game already:

Bild_2024-07-17_125512336.png

Please let me show you some cases, where filter was called wrong or gone missing:

Bild_2024-07-17_125619061.png
Bild_2024-07-17_125737989.png

Blueprint strings for reference
Reactor ...
by burninghey
Thu May 30, 2024 6:25 pm
Forum: Implemented in 2.0
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 16
Views: 6466

Re: Add simple train stop priorities on top of 1.1 train limit system.

How about adding a penalty based on how many slots are reserved?
by burninghey
Wed Mar 27, 2024 10:30 am
Forum: Not a bug
Topic: [1.1.104] there is no train (wrong description)
Replies: 1
Views: 596

[1.1.104] there is no train (wrong description)

I got some blueprints with requested items. It works similar as train fuel or modules. Could be fuel in a nuclear reactor or ammo in a turret.

It's called Brennstoff in Zügen (fuel in trains). It should be called just fuel (or whatever it is), without mentioning a train.
For ammo it's inconsistent ...
by burninghey
Fri Feb 23, 2024 3:09 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 79281

Re: Friday Facts #399 - Trash to Treasure

insane .. love it!

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