Search found 47 matches

by GluAp
Wed Jan 25, 2023 1:51 am
Forum: News
Topic: Factorio price increase - 2023/01/26
Replies: 34
Views: 3426

Re: Factorio price increase - 2023/01/26

What is this miserable discussion concerning a 5$ increase of the sales price? Wube is located in the Czech Republic. I don't now, what expenditure wube has for a game dev per hour before taxes (including healthcare, pension, ..), but I'm guessing 40€/h. How many devs are currently working for Wube?...
by GluAp
Sun Dec 11, 2022 12:23 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Game just crashed: The mod Pyanodons Alternative Energy (1.1.5) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalternativeenergy::on_nth_tick(60) Given entity doesn't exist anymore. stack traceback: [C]: in function 'draw_animation' __pyaltern...
by GluAp
Thu Nov 24, 2022 6:58 pm
Forum: Gameplay Help
Topic: Editor camera - Jump to specific location
Replies: 0
Views: 154

Editor camera - Jump to specific location

Hi. Is there an easy way in the editor, to make the camera/viewport jump to a specific location? Since teleport doesn't work due to a lack of a player/character. Basically I could load the scenario, than type coordinates with teleport and after that, switch to editor. Although - is it possible to sa...
by GluAp
Sat Nov 12, 2022 12:05 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Well, is 'wrong' the right word for it? I DID see exactly the behaviour, that was described. 2 separated grid, with fully charged PyAE Plants: (no status indicator in tooltip) AE Power 01.png Just connected both grids: (yellow 'low power' status indicator in tooltip) AE Power 02.png Charge runs empt...
by GluAp
Fri Nov 11, 2022 7:26 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

I see. For completion - Advanced Rendering tech does not work, too. I am - at the moment - in the process of understanding how some of the new energy machines / mechanics work. VAWT & HAWT, as well as the Tidal Power Plant provide electric energy to the grid, to their respective rates (eg. 650kW...
by GluAp
Wed Nov 09, 2022 11:25 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

>> very outdated << ... so basically I'd have to start again? :lol:

Who do I have to hack, to get the new and hot stuff? :twisted:

But seriously - Mod Portal has no newer version for me. :oops:
by GluAp
Wed Nov 09, 2022 7:55 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Hi again. There seem to be some technologies in the full Py Suit that are empty and amount to nothing? Heavy Oil Processing - Stage 1 doesn't do anything and does not claim to do a thing. But it is a prerequisite to Heavy Oil Processing - Stage 2. MissingTech - HeavyOilProcessin - Stage1.png Engorde...
by GluAp
Wed Nov 02, 2022 9:24 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Well - somebody knows their stuff :mrgreen: Thank you for taking the time to explain. In my head, I did know this on some level but when writing I absoluty did not think about this. Going even further - think about nuclear fusion. So you're completly right - even the normal 3-stage PyCoal Process is...
by GluAp
Tue Nov 01, 2022 11:03 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Hi, it's me again ^^ I was just tuning the planned Rubber build, when I discovered a positive energy loop which I believe needs rebalancing: Pitch2Coke.png As you can see, there is ~8 Raw Coal (fuel value ~25MJ) as an input, -10.5MW electricity usage vs. ~31 Coke (fuel value ~155MJ) as output, that ...
by GluAp
Sun Oct 30, 2022 11:29 pm
Forum: General discussion
Topic: Why are you guys so pressed?
Replies: 26
Views: 3760

Re: Why are you guys so pressed?

Well I'm not angry or anything like that, just because there are less FFFs or it is hinted that the DLC will be some time along in the future. However I think some of you have made some reasonable points. I've been following the FFFs since 0.16 on a regular basis. But since FFF slowed down, so did m...
by GluAp
Sun Oct 30, 2022 9:31 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Thanks... The issues you pointed was already solved and will be fixed in the next release. Embrace the ashening :D Thank you for the quick fix. I recently reached Logistic Science and have about 3M Ash in storage. Somehow I had the feeling it will be useful later ;) At the moment I'm struggling wit...
by GluAp
Wed Oct 19, 2022 7:56 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 149
Views: 52072

Re: pY Alternative Energy - Discussion

Hi there :) So, I've been wondering .. Since PyAE has been released on the Mod Portal but no 'official' release statement was made - is this still Beta or otherwise unfinished? Nonetheless - Great Work. Thank you so very much. I really like the feeling of mostly everything. I first started Pyanodons...
by GluAp
Wed Mar 24, 2021 2:30 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 10315

Re: Version 1.1.28

Bugfixes Fixed that focus-search didn't in some GUIs work while in the map editor. (https://forums.factorio.com/96909) Now, that I read this (and the linked Bug Report), I remembered that I completely forgot to ask you to add a shortcut key for renaming train stations with open GUI to the game. The...
by GluAp
Sat Nov 28, 2020 4:10 pm
Forum: Not a bug
Topic: [1.1.2] Upgrade Planner usability inconsistency
Replies: 3
Views: 734

Re: [1.1.2] Upgrade Planner usability inconsistency

You misunderstand the problem I have here. As an example: I have yellow belts and place an upgrade planner (filter: yellow -> blue) on it. Then the yellow belts will be marked for upgrade to blue belts. When I now use another upgrade planner (filter: blue -> yellow) on it, it won't do anything. The ...
by GluAp
Sat Nov 28, 2020 4:00 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 92564

Re: Version 1.1.0

I don't know how I manged, but it somehow completly eluded me how to flip bluprints. How do I do this? :oops: nvm - figured it out: It's "F" and "G". Feel's kind of weird, that those controls are listed under "Basic Interaction" (control settings) whereas most blueprin...
by GluAp
Sat Nov 28, 2020 3:46 pm
Forum: Not a bug
Topic: [1.1.2] Upgrade Planner usability inconsistency
Replies: 3
Views: 734

[1.1.2] Upgrade Planner usability inconsistency

Hi. Not quiet sure, if this would be classified as a bug, but anyway .. When using the upgrade planner (holding planner in hand + left MSB) on some entities, it will mark them for upgrade. You can cancel this, by holding planner in hand + shift + left MSB. Shouldn't it technically work, to use the d...
by GluAp
Wed Nov 25, 2020 5:32 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1508
Views: 302262

Re: pY Raw Ores Discussion

First: I want to give a huge 'Thank you' to Pyanodon and all the contributing mod authors for creating, extending and improving this wonderful mod suit. I recently started a new Py (everything but AL) playthrough when 1.0 arrived. So far everything worked pretty well. But when I read about the 1.1 b...
by GluAp
Wed Nov 25, 2020 1:50 pm
Forum: Mod portal Discussion
Topic: [Suggestion] Additional Quicklinks on Mod Portal Startpage
Replies: 0
Views: 517

[Suggestion] Additional Quicklinks on Mod Portal Startpage

Hi there. I'd really love to have an additional quicklink (url: "https://mods.factorio.com/mod/<mod name>/changelog") for direct access to a mod's changelog, similar to the direct link for mod 'download' on the mod portal start page for every mod listed. Pictures tell more than words do, s...
by GluAp
Wed Nov 25, 2020 1:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 4
Views: 2321

Re: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

Wow. Didn't expect this topic to come up again after such a long time.

Thank you very much for remembering this bug and for fixing it. Best Devs :D
by GluAp
Thu Aug 20, 2020 2:56 pm
Forum: Not a bug
Topic: [1.0.0] Fluid does not show in pipe window
Replies: 7
Views: 1064

Re: [1.0.0] Fluid does not show in pipe window

Thank you boskid for the explanation. I'm pretty sure I read something similar to this some time ago in a FFF but couldn't remember anymore. To conclude this topic: It will never be possible to build (or rather use) this version. fluuuuuuuid2.png You would always have to build it like that version (...

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