Search found 1696 matches

by Pi-C
Sun Mar 10, 2019 6:35 pm
Forum: Gameplay Help
Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Replies: 13
Views: 7235

Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?

It's easy: greenwire a constant combinator and your chest to the stack filter inserter. Set the inserter to "set filters" mode. Anything you want to stay in the chest, set a constant -1000000 in the combinator. Filters are only set from positive signals, so just ensure the signal for anyt...
by Pi-C
Sun Mar 10, 2019 6:22 pm
Forum: Gameplay Help
Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Replies: 13
Views: 7235

Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?

Ok I got it. What you describe works with the regular Filter inserter (and I mentioned just that in the title of my post, to be fair), but I was trying to get it to work with a Stack filter inserter, which doesn't seem to be possible, according to the Wiki and as astroshak mentioned. Quite disappoi...
by Pi-C
Sun Mar 10, 2019 4:47 pm
Forum: Gameplay Help
Topic: [0.17.x] Filter inserter blacklist and circuit network - How to ?
Replies: 13
Views: 7235

Re: [0.17.x] Filter inserter blacklist and circuit network - How to ?

Hello. I'd like a filter inserter to grab all objects in a container, except those sent by circuit network signals Say you want to grab everything but iron ore and copper plates: Set up a constant combinator. Add signals IRON ORE and COPPER PLATES, each set to 1. (Blacklist) Connect an arithmetic c...
by Pi-C
Sun Mar 10, 2019 3:24 pm
Forum: Ideas and Suggestions
Topic: Add train wait conditions to stations
Replies: 3
Views: 2351

Re: Add train wait conditions to stations

TL;DR: allow additional train wait conditions to be added to stations. Often you have a few or even many trains visiting the same station in their routes (eg a fuel station or a iron plate pickup station). The wait conditions are often the same for every train at one station. Instead of having to s...
by Pi-C
Sun Mar 10, 2019 11:13 am
Forum: Not a bug
Topic: [0.17.9] Walking through cliffs
Replies: 2
Views: 1099

Re: [0.17.9] Walking through cliffs

Hello, do you use any mods? Sorry, that was stupid! I usually know how to report bugs, guess I was up too late last night and had not enough coffee this morning. After turning off all mods, it worked as expected. The culprit seems to be this mod , and if I had looked carefully before, I would have ...
by Pi-C
Sun Mar 10, 2019 8:27 am
Forum: Not a bug
Topic: [0.17.9] Walking through cliffs
Replies: 2
Views: 1099

[0.17.9] Walking through cliffs

I noticed something like that recently, now I've found something similar again: I can't place a wall next to a cliff, but I can walk through at exactly the same place. Also, this particular spot is surrounded completely by cliffs. Yet I can just pass through the "borders", onto the cliff a...
by Pi-C
Fri Mar 08, 2019 9:57 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

(@Schallfalke/bobingabout: Should you ever read this -- sorry for messing with your changelog/removing your license! I just needed a good example to work with … :-)) Just read this. I am delighted to see my mod here. It must be tidy enough somehow that it could be used as an example. Well, it was p...
by Pi-C
Fri Mar 08, 2019 9:47 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

steinio wrote:
Fri Mar 08, 2019 6:42 pm
Interesting.

Good work over all.
Thanks!
I may remember that file format must be UTF-8 without BOM and no tabs - spaces only.
Could you make sure, please?
by Pi-C
Fri Mar 08, 2019 9:40 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

Koub wrote:
Fri Mar 08, 2019 4:41 pm
[Koub] Moved to modding Help, and pinned as sticky.
Thanks!
by Pi-C
Fri Mar 08, 2019 6:33 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

Date must be: Date: 07. 03. 2019 See Factorio/data/changelog.txt. You're right, that is the format used in the vanilla changelog. But perhaps the devs have used it there only because they live in the Czech Republic and therefore are used to the format "[D]D. [M]M. YYYY" (characters in bra...
by Pi-C
Fri Mar 08, 2019 6:00 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

For the base game changelog the fields (Features, bug fixes etc) are fixed to be from a certain list, otherwise one of our tests will fail. Not sure how this is handled with mod changelogs, if it will error or just use them. So, here is the list: Thanks, that is good to know! I'll include this list...
by Pi-C
Fri Mar 08, 2019 4:18 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Re: Changelog tutorial

Thanks a lot, this is going to be very helpful for new modders ! Thanks! :-) However : I'm not sure whether the date field is actually required by the game's parser. However, it is nice to know when a mod has been updated by the author, so just include it, please! By the way, it shouldn't matter wh...
by Pi-C
Fri Mar 08, 2019 1:58 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 113
Views: 53217

Changelog tutorial

TL;DR Teach modders to write changelogs in such a way that they make best use of Factorio's capabilities. Why? There are lots of mods around, and most of them have changelogs. It is good to have changelogs (you want to know before updating whether an update may break something) -- it is even better...
by Pi-C
Fri Mar 08, 2019 10:34 am
Forum: Not a bug
Topic: Miners that are direct-mining into trains don't go inactive when there is no train present
Replies: 15
Views: 8433

Re: Miners that are direct-mining into trains don't go inactive when there is no train present

"Lower UPS when coming closer" sounds like a radically different (graphics, not game-logic related) issue than the one in the OP ? (It hopefully got/will get better for you with 0.17 ?) Well, I first noticed such delays when I installed Texugo Wind Generator and built a wind park with 160...
by Pi-C
Fri Mar 08, 2019 6:25 am
Forum: Not a bug
Topic: Atomic Bomb not working
Replies: 5
Views: 1451

Re: Atomic Bomb not working

gaucho_tche wrote:
Fri Mar 08, 2019 2:16 am
At least here the atomic bomb is not working
Time to nominate the devs for the Nobel Peace Prize, then! :-)
by Pi-C
Wed Mar 06, 2019 8:38 am
Forum: Resolved Problems and Bugs
Topic: Keybinding issues (when remapping keys in OS)
Replies: 33
Views: 17000

Re: Keybinding issues

So, because of using scancodes, remapping keys in your OS doesn't have any effect on the game. This is intended. Please, please reconsider this, even if only on Linux. All of the listed "issues to solve" at the bottom of the post by @posila would be fixed by letting the user's OS-level ke...
by Pi-C
Mon Mar 04, 2019 11:44 am
Forum: Not a bug
Topic: [0.17.0/1/2] ALT view icon disappearance
Replies: 2
Views: 812

Re: [0.17.0/1/2] ALT view icon disappearance

The furnace only shows the icon while it's smelting the ores […] Not sure if this is related, but I have a number of furnaces with a full output (100 copper plates). Some show the ALT-icon, others not. However, the furnaces have been inactive for quite some time now due to lack of consumption -- it...
by Pi-C
Mon Mar 04, 2019 8:41 am
Forum: Balancing
Topic: Behemoth worms don't seem to differ from Big worms
Replies: 17
Views: 5937

Re: Behemoth worms don't seem to differ from Big worms

Their range and damage is significantly higher. They could get more health just to make it clearly different I guess. They should get more health and resistances -- after all, there must be an obvious reason they are called "Behemoth". :-) Also, consider the stats of biters and spitters (...
by Pi-C
Sun Mar 03, 2019 6:08 am
Forum: General discussion
Topic: Car in 0.17 its bonanza
Replies: 4
Views: 2651

Re: Car in 0.17 its bonanza

Similar: New game; iron, copper, and stone smelting set up so far; red and green science produced in a very messy temporary setup; "massive" production of piercing ammo. Everything is walled in and defended by turrets after I managed to not notice some critters eating up stuff -- since the...
by Pi-C
Sun Mar 03, 2019 4:48 am
Forum: Balancing
Topic: Behemoth worms don't seem to differ from Big worms
Replies: 17
Views: 5937

Re: Behemoth worms don't seem to differ from Big worms

A picture tells more than a thousand words … according to the people who sell pictures. :-)
Stats Behemoth vs. Big Worm
Stats Behemoth vs. Big Worm
stats.png (50.13 KiB) Viewed 5913 times

Go to advanced search