Search found 62 matches

by atomizer
Fri Mar 10, 2023 5:16 pm
Forum: Balancing
Topic: give longer range to remove objects when in the spider bot
Replies: 7
Views: 327

Re: give longer range to remove objects when in the spider bot

You can Shift-click a blueprint to force-place it and automatically create appropriate deconstruction orders for trees/rocks/cliffs that were in the way.
by atomizer
Mon Mar 06, 2023 7:19 pm
Forum: Minor issues
Topic: [1.1.69] Floating text when upgrading modules
Replies: 3
Views: 318

Re: [1.1.69] Floating text when upgrading modules

Reproduction: - place an assembler 2 - ctrl-click it with a stack of speed 1, floating text says: "-2 Speed module (48)" - ctrl-click it with a stack of speed 2, floating text says: "-2 Speed module 2 (48)" Two speed 1 modules were moved back to player inventory during the upgrad...
by atomizer
Mon Feb 27, 2023 8:07 pm
Forum: Gameplay Help
Topic: Box alarm
Replies: 3
Views: 223

Re: Box alarm

OP: please, ignore this post - ptx0 answered this perfectly. If the box would be of mixed items, say any number of Yellow Belts, Splitters, and Undergrounds, then the circuit logic becomes a lot more complicated. And, probably not with it. How about an approximation without combinators? It triggers ...
by atomizer
Wed Feb 15, 2023 9:28 pm
Forum: Won't fix.
Topic: [1.1.76] Memory leak when iterating UTF-8 character set
Replies: 8
Views: 744

Re: [1.1.76] Memory leak when iterating UTF-8 character set

BurninSun wrote: ↑
Wed Feb 15, 2023 8:13 pm
Since there is no way of getting that on the fly
Could you elaborate? Isn't the code in the first post "on the fly" (minus the fancy loop)?
by atomizer
Sat Jan 28, 2023 4:51 pm
Forum: This Forum
Topic: "Copy blueprint" button in topic review section reloads the page
Replies: 1
Views: 333

"Copy blueprint" button in topic review section reloads the page

1) click "post reply" on this topic
2) write something in the text box
3) scroll down to this post in "topic review" below and click this:
4) page reloads and reply text is lost
by atomizer
Sat Jan 28, 2023 2:38 pm
Forum: Not a bug
Topic: [1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done
Replies: 2
Views: 283

Re: [1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done

Yeah it's a feature request. It would need to store the "ghost settings" somewhere after the entity is built if they can't be applied correctly, and then check again every time a tech is researched. Would be handy, especially for recipes. Another, easier solution would be to add the stop s...
by atomizer
Mon Jan 16, 2023 5:26 pm
Forum: Ideas and Suggestions
Topic: Ghost bots
Replies: 8
Views: 371

Re: Ghost bots

This is one of the problems that could be solved by allowing blueprinting item request proxies in more inventories and not only in locomotives and module slots. (I know this has been discussed before, but I couldn't find offhand where exactly.) It doesn't really make sense to me that bots can insert...
by atomizer
Sun Dec 18, 2022 3:51 pm
Forum: Gameplay Help
Topic: Power output on Nuclear reactors not decreasing
Replies: 8
Views: 433

Re: Power output on Nuclear reactors not decreasing

The potential is reported only for those producers that can provide it (for turbines, those that have steam in them). When they get starved of steam due to lack of supply from exchangers, they will no longer be counted in the potential, and you will clearly see the deficiency.
by atomizer
Wed Nov 16, 2022 8:50 pm
Forum: Ideas and Suggestions
Topic: Factorio in web assembly
Replies: 10
Views: 856

Re: Factorio in web assembly

Currently 4 GB is a hard limit, however 64 bit addressing is on the way - already available in chrome behind a flag and in firefox nightly: https://webassembly.org/roadmap/ Hi-res textures take up around 800 MB. Streaming sounds/music on-demand saves another ~140 MB off of initial download. Not sayi...
by atomizer
Sun Nov 06, 2022 9:52 pm
Forum: Not a bug
Topic: [1.1.70] Crash FluidBox::PipeConnection::calculateFlowSpeed
Replies: 24
Views: 1218

Re: 1.1.70 found another bug

Can you reproduce this? If yes, post the save and reproduction steps.
by atomizer
Fri Oct 28, 2022 9:17 pm
Forum: Bug Reports
Topic: [1.1.70] Clicking a chat tag runs both mouse action and tag action
Replies: 0
Views: 222

[1.1.70] Clicking a chat tag runs both mouse action and tag action

Reproduction:
- place a power pole
- ctrl-alt-click to post a location in chat
- move/zoom so that the tag in chat overlaps the power pole
- click in the overlapping area
- observe that both map and electric network info opened
by atomizer
Fri Oct 28, 2022 9:04 pm
Forum: Bug Reports
Topic: Rich text captures clicks which closed dialogs
Replies: 1
Views: 256

Re: Rich text captures clicks which closed dialogs

Can confirm (in 1.1.70), seems to only apply to select-a-thing popups.
by atomizer
Fri Sep 09, 2022 5:03 pm
Forum: Gameplay Help
Topic: Has anyone ever attempted no splitter no underground belt only burner challenge?
Replies: 17
Views: 997

Re: Has anyone ever attempted no splitter no underground belt only burner challenge?

Vehicle inventories with filters can be used for complex crafting and belt crossing/filtering. Researching automobilism would still take some effort, but seems doable.
by atomizer
Fri Aug 26, 2022 3:22 pm
Forum: Technical Help
Topic: I don't have the remotes in my crafting menu
Replies: 2
Views: 329

Re: I don't have the remotes in my crafting menu

The "Shortcuts for 1.1" mod converts them into shortcuts.
by atomizer
Fri Aug 19, 2022 11:44 am
Forum: Outdated/Not implemented
Topic: Make inserters be able to grab from another inserter while the items is in the air
Replies: 13
Views: 1055

Re: Make inserters be able to grab from another inserter while the items is in the air

Even if grabbing items from hands of other inserters was implemented, making inserters iterate over every possible source or destination on every swing is not feasible and would kill performance. When an inserter already points at a belt, that belt is the only thing it will interact with. If I under...
by atomizer
Tue Aug 09, 2022 5:57 pm
Forum: Ideas and Suggestions
Topic: Prevent infinite cycles of Spitters
Replies: 3
Views: 490

Re: Prevent infinite cycles of Spitters

I don't think this needs to change. If you don't deal with the enemy, it makes sense that it will keep attacking. Counter-suggestion: fix your wall so that it doesn't have blind spots.
by atomizer
Tue Jul 19, 2022 5:06 pm
Forum: Ideas and Suggestions
Topic: Add units and axis to the production statistics
Replies: 3
Views: 755

Add units in production/elecric graph tooltips

Right now the tooltips require some deciphering.
by atomizer
Tue Jul 19, 2022 4:25 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 5693

Re: please do not use floating point value in Factorio

That said, this should have no bearing on jooe's report as their system is producing ~100 fluid per second. Indeed, at 100/s flow rate any pipe that can handle it (i.e. up to 2.4km) seems to not have any problems. On a hunch, I also tested 100/m input flow and got the following: L | outflow (/m) 1 ...
by atomizer
Mon Jul 18, 2022 6:16 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 5693

Re: please do not use floating point value in Factorio

I did a trivial test and can confirm fluid loss: viewtopic.php?f=7&t=102921

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