Search found 58 matches

by Locane
Sun Apr 18, 2021 9:02 pm
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 1017

Re: Splitter "input priority" does nothing?

Oh ok - I see the confusion now. Splitters won't violate lanes, even if the material in both lanes is the same. If I have iron plate running on one side and stone on the other, the splitter will never try to swap them, even if told to prioritize one side over the other. https://streamable.com/zwk1p4
by Locane
Sun Apr 18, 2021 7:58 pm
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 1017

Re: Splitter "input priority" does nothing?

I guess that makes sense, but the yellow chevron moving to the right or left side of the splitter is extremely misleading given that it's natural and intuitive to think that "input priority" refers to the side of the splitter, since it's a 2-lane object.
by Locane
Sun Apr 18, 2021 7:35 pm
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 1017

Re: Splitter "input priority" does nothing?

Left lines and right lines are independent. It takes from left belt because it is the only one to provide items on the right lane. If "input priority" refers to the side of the belt and not the side of the splitter, why does the yellow chevron move to the right or left side of the splitte...
by Locane
Sun Apr 18, 2021 7:23 pm
Forum: Gameplay Help
Topic: Splitter "input priority" does nothing?
Replies: 12
Views: 1017

Splitter "input priority" does nothing?

What am I missing here
http://i.imgur.com/XjlaHzO.gifv
Why isn't the right belt moving before the left when right input priority is selected?
by Locane
Fri Mar 26, 2021 10:11 pm
Forum: Modding discussion
Topic: Industrial Revolution 2 is incompatible with Alien Biomes
Replies: 12
Views: 1000

Re: Industrial Revolution 2 is incompatible with Alien Biomes

I mean...it's not like he promised otherwise. He gave a list of mods it is compatible with. If you choose to go outside that list, obviously there aren't any guarantees. Accurate. However, AB is so popular with people (and seemingly innocuous given that it's visual / decorative) that I feel that it...
by Locane
Fri Mar 26, 2021 6:59 pm
Forum: Modding discussion
Topic: Industrial Revolution 2 is incompatible with Alien Biomes
Replies: 12
Views: 1000

Industrial Revolution 2 is incompatible with Alien Biomes

Just a PSA to prevent the kind of time-wasting this guy went through; Industrial Revolution 2 and Alien Biomes are incompatible. https://mods.factorio.com/mod/IndustrialRevolution https://github.com/Deadlock989/IndustrialRevolution/issues/40#event-4512657757 https://mods.factorio.com/mod/alien-biome...
by Locane
Sun Mar 21, 2021 10:17 pm
Forum: Modding discussion
Topic: Why no new alien graphics / overhaul / addition mods?
Replies: 7
Views: 597

Why no new alien graphics / overhaul / addition mods?

I'm wondering why there seems to be a dearth of new enemy mods in the game - I'm not talking about re-shaded "exloder biter!" or "look the same model but bigger!" mods; I'm talking about new, fresh enemies, buildings, evolutions. An enemy expansion, if you will. The only one I've...
by Locane
Fri Jul 24, 2020 12:49 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18369

Re: Friday Facts #357 - Nuke

The nuke update is a great effort, and I appreciate the cliff destruction, but honestly I've been using modded nuke and sound graphics for a long time now and never looked back. You guys should check out what's available - they look awesome, and frankly, they're a lot better. A bad video I made of o...
by Locane
Fri Jun 12, 2020 4:02 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 29537

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

The new beacon... I hate to say it, but this isn't it either.

Now my base is gonna look like a spike trap in Prince of Persia.
by Locane
Wed May 27, 2020 5:01 am
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17397

Re: Version 0.18.27

The new sounds are pretty good, but who missed this equipment grid bs lol I play at 125% interface size because I can't see shit otherwise. I cannot confirm this. Maybe some mods you use are not adapted to 0.18.27 yet and mess up the UI? With vanilla Factorio 0.18.27 on 125% interface scale it look...
by Locane
Tue May 26, 2020 10:00 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17397

Re: Version 0.18.27

The new sounds are pretty good, but who missed this equipment grid bs lol I play at 125% interface size because I can't see shit otherwise. So much wasted space https://i.imgur.com/Mq07DJ5.png PS: Can YOU tell the difference between my concrete and refined concrete in the screenshot above? Because I...
by Locane
Sat Mar 21, 2020 1:20 am
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 1406

Re: Krastorio 2 - Remove wood from item requirements?

Sorry for trying to help other people that share my opinion, I suppose.

Saying a design choice (like adding wood to the cost of a circuit) is asinine is not the same as saying a person is asinine.

I'm sorry you disagree with my opinion, feel free not to post about it! :)
by Locane
Fri Mar 20, 2020 4:55 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 37533

Re: Friday Facts #339 - Beacon HR + Redesign process

It needs an animation of little radio waves at the top to communicate that it is transmitting something.

The electricity LOOKS COOL, but it doesn't say "sharing with others" it says more "power plant" or "rail gun".
by Locane
Thu Mar 19, 2020 5:43 am
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 1406

Re: Krastorio 2 - Remove wood from item requirements?

Nevermind. I used Cygwin to grep for the relevant definitions, I found most of them in \Krastorio2_0.9.4\prototypes\recipes. Here is my modified version in case anyone wants it. I commented out the Wood requirement for: - Basic Tech cards (now requires iron instead) - Circuits - Coke https://drive.g...
by Locane
Thu Mar 19, 2020 4:38 am
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 1406

Krastorio 2 - Remove wood from item requirements?

Is there a way I can modify Krastorio 2 files to remove wood from item requirements?

It's absolutely asinine that a circuit board requires wood. I hate the fact that wood creation is 3 steps up on the tech tree when you start with nothing researched.
by Locane
Thu Mar 19, 2020 2:10 am
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 53
Views: 11056

Re: Do not pause game when looking at research in single player

I am shocked that this isn't in the game by now.
by Locane
Tue Mar 17, 2020 10:17 pm
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 1684

Re: Prioritize personal roboport construction bots?

What you *can* do and what you *should* do are not always the same choices among your options. You *can* make a giant roboport network that covers your entire base. That does not mean that you *should*. If you choose to do so anyway, then you are choosing to accept the “MINUTES” wait you complained...
by Locane
Tue Mar 17, 2020 7:26 pm
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 1684

Re: Prioritize personal roboport construction bots?

Blaming my base building style and efforts for why logistics / construction bots systems take too long or act dumbly is pretty classic for forum threads like this. It's not always the player that's wrong; sometimes the design or implementation is wrong, too. Factorio is a game about automation and l...
by Locane
Tue Mar 17, 2020 9:09 am
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 1684

Re: Prioritize personal roboport construction bots?

Could we have a feature to turn off base construction bots within the scope of my personal roboport build area? That would solve the problem - then I could use my construction bots to re-vamp a section of my base in peace without my personal bots ignoring the ghosts / removal marks *right in front o...
by Locane
Tue Mar 17, 2020 5:29 am
Forum: General discussion
Topic: Prioritize personal roboport construction bots?
Replies: 14
Views: 1684

Prioritize personal roboport construction bots?

Does anyone know if there's a mod, or a way to set deconstruction / construction planning to prioritize personal roboport (and my inventory) over the logistics and roboport base network? I know that I can turn my personal roboport off, but that's not what I want. I want the opposite. I like the robo...

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