Search found 47 matches
- 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 40β¬/h. How many devs are currently working for Wube?...
- 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...
- 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...
- 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...
- 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...
- 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? 
Who do I have to hack, to get the new and hot stuff?
But seriously - Mod Portal has no newer version for me.

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

But seriously - Mod Portal has no newer version for me.

- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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
Thank you very much for remembering this bug and for fixing it. Best Devs

- 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 (...