Search found 39 matches

by atomizer
Mon Apr 11, 2022 9:11 pm
Forum: Gameplay Help
Topic: How to see beneath construction/logistic bot module icon?
Replies: 5
Views: 292

Re: How to see beneath construction/logistic bot module icon?

As a workaround, you can use recipe icons in the map view to quickly check what you are looking at.
by atomizer
Sun Apr 03, 2022 6:02 pm
Forum: Ideas and Suggestions
Topic: Deconstruct landfill
Replies: 23
Views: 3168

Re: Deconstruct landfill

With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion. Why? I was under the impression that the main problem with creation of water (landfill or not) is that it's a cheap indestructible defense mechanism. If enemies don't care, it should no longer apply.
by atomizer
Sun Apr 03, 2022 2:16 pm
Forum: Ideas and Suggestions
Topic: Deconstruct landfill
Replies: 23
Views: 3168

Re: Deconstruct landfill

With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion.
by atomizer
Sat Mar 19, 2022 9:41 pm
Forum: Gameplay Help
Topic: Furnace internal buffer
Replies: 10
Views: 818

Re: Furnace internal buffer

Also another question which I’ve tried working out but can’t. How many green circuit assemblers do I need to fill a yellow belt? Thanks All the needed information is in the tooltips, let's find out: - the recipe says it takes 0.5 seconds, meaning 2 crafts per second with crafting speed 1 - multiply...
by atomizer
Thu Feb 24, 2022 6:47 pm
Forum: Technical Help
Topic: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
Replies: 3
Views: 288

Re: CNAME auth.factorio.com gives a A from shared address space (RFC6598)

Can't reproduce, are you sure your upstream dns is working correctly? Try a different server.
by atomizer
Tue Feb 15, 2022 7:25 pm
Forum: Gameplay Help
Topic: Bug? - Deconstruction Flag Removed
Replies: 7
Views: 558

Re: Bug? - Deconstruction Flag Removed

Weird to find out about this mechanic from a random thread. Doesn't seem to be documented anywhere else.
by atomizer
Sun Jan 23, 2022 6:06 pm
Forum: Not a bug
Topic: 1.1.53 tutorial bug
Replies: 5
Views: 334

Re: 1.1.53 tutorial bug

It does say "the" (for all the steps), but not all languages have this mechanic.
by atomizer
Sun Jan 23, 2022 3:48 pm
Forum: Not a bug
Topic: 1.1.53 tutorial bug
Replies: 5
Views: 334

Re: 1.1.53 tutorial bug

Well, you can misinterpret the instructions in the same way on earlier steps too, like build your own boiler or steam engine and do things with those. Perhaps, adding an arrow pointing exactly at the machines the instructions are talking about would reduce ambiguity.
by atomizer
Fri Jan 21, 2022 6:44 am
Forum: Gameplay Help
Topic: Find Game finish time on old saved game
Replies: 2
Views: 223

Re: Find Game finish time on old saved game

In the production statistics, you should be able to see how long ago was the first consumption of a satellite (assuming you launched the first rocket with a satellite), or how long ago you started producing rocket parts. Substracting this from the total playtime should give you an aprroximate answer...
by atomizer
Thu Jan 20, 2022 8:39 pm
Forum: Not a bug
Topic: [1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots
Replies: 3
Views: 412

[1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots

Artillery and cannon shells can be inserted into character ammo slots (with empty gun slot). After this, gun slot tooltip changes to just "Gun" with no options.
by atomizer
Sun Jan 09, 2022 6:47 pm
Forum: Modding discussion
Topic: Rail Combinator Signals
Replies: 1
Views: 168

Re: Rail Combinator Signals

You could use the train pathfinder to check whether there is a continuous rail. Add a dummy branch on one side with a locomotive behind a force-closed signal. On the other end, add a station with a unique name, and add the station to the locomotive's schedule. Enable "read train count" on ...
by atomizer
Mon Jan 03, 2022 11:57 pm
Forum: Not a bug
Topic: [1.1.49] Rocket Parts without silo researched
Replies: 5
Views: 692

Re: [1.1.49] Rocket Parts without silo researched

The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the possible fakeness of existence of that recipe in the first place - there is no way to select that recipe in any building, rocket silo has it predefined every time, and thus ...
by atomizer
Sat Dec 18, 2021 9:57 pm
Forum: Gameplay Help
Topic: I need to make cogs... (How should I?)
Replies: 9
Views: 742

Re: I need to make cogs... (How should I?)

Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. True, but these days it's really not important. This was a huge issue when military science needed many turrets and chemical science mining drills or assembly machines. The amou...
by atomizer
Sat Dec 18, 2021 2:36 pm
Forum: Gameplay Help
Topic: I need to make cogs... (How should I?)
Replies: 9
Views: 742

Re: I need to make cogs... (How should I?)

Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. Copper cables are the opposite, because making them increases amount of items (1 plate to 2 cables), so making them close to consumers is the better choice.
by atomizer
Thu Dec 09, 2021 7:39 pm
Forum: Ideas and Suggestions
Topic: Stacksize in tooltip
Replies: 15
Views: 1432

Re: Stacksize in tooltip

+1, should be in default tooltip
by atomizer
Tue Dec 07, 2021 6:14 pm
Forum: Assigned
Topic: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game
Replies: 2
Views: 422

Re: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game

I wonder if it'd be best to trigger this the first time you transfer any inventory item to another inventory, regardless of the method? But that happens immediately at the start of the game, which is way too early. I suggest triggering it when the player moves two stacks of the same item one after ...
by atomizer
Fri Oct 29, 2021 9:36 pm
Forum: Assigned
Topic: [posila] Worms can exceed their range and projectile count (Reopened)
Replies: 5
Views: 2580

Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running

Here is a video of multiple splashes created from single shots, and splashes landing past maximum range: https://giant.gfycat.com/SpeedyCharmingFireant.mp4 Looks like there is a minimum character speed that is needed to trigger the bug. With no equipment, minimum game.player.character_running_speed_...
by atomizer
Thu Oct 28, 2021 9:17 am
Forum: Assigned
Topic: [posila] Worms can exceed their range and projectile count (Reopened)
Replies: 5
Views: 2580

Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running

Both parts of the bug still exist in 1.1.44. To reproduce, be stationary during worm's wind-up animation, then run fast or teleport while the worm is shooting.
by atomizer
Thu Oct 28, 2021 8:59 am
Forum: Not a bug
Topic: [1.1.42] Crash out of memory when teleporting
Replies: 3
Views: 615

Re: [1.1.42] Crash out of memory when teleporting

Yes, you are right, it looks like this is a side effect of viewtopic.php?f=11&t=77071
by atomizer
Tue Oct 19, 2021 9:58 pm
Forum: Not a bug
Topic: [1.1.42] Crash out of memory when teleporting
Replies: 3
Views: 615

Re: So, this happened.

The crash log says you just ran out of memory. Given how many chunks you were generating, not really that surprising.

Code: Select all

Unhandled exception: memory allocation of 250000 bytes failed! RAM: 15876/16206, Page: 29503/29506

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