Search found 16 matches

by MrBadDragon
Sun Feb 16, 2020 12:12 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 34
Views: 1788

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I think the major issue with chunks being 32 and power pole grid being 30 is that 32*4 = 128 which is not evenly divisible by 5, or 6.... My solution is to build a blueprint with 5 spans in a chunk over 4 chunks. However, this does not evenly span 3 chunks, or 5 chunks or 2 chunks which means some j...
by MrBadDragon
Fri Feb 14, 2020 11:58 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

Re: [posila] Daylight suddenly darkens

i went to a full reinstall - I forgot that the verify option existed
by MrBadDragon
Fri Feb 14, 2020 9:54 pm
Forum: Gameplay Help
Topic: Indicator lamps
Replies: 1
Views: 86

Indicator lamps

I have reached a blockage! I want to set up a level meter to record the % of levels of science packs in my buffer using a display of lights. I have 10 lights per item. What I have done is linked all the buffer chests to an arithmetic combinator set to input any / 10% of the buffer and output any. Th...
by MrBadDragon
Thu Feb 13, 2020 8:07 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

Re: [posila] Daylight suddenly darkens

I suspect it was user error. I had experimented with maintaining two seperate steam installs with 0.17 and 0.18. I think that might have been the root cause but maybe didn't show up until the new release went live. When I noticed the two versioned folders I uninstalled factorio deleted all save fold...
by MrBadDragon
Fri Jan 31, 2020 8:50 pm
Forum: Duplicates
Topic: [??] Sync mods with save allows to disable base mod
Replies: 1
Views: 53

[??] Sync mods with save allows to disable base mod

not really a bug, more allowing incorrect user decision. When syncing mods with a save, the option exists to remove all mods from a save. Within this dialog box you get the option to disable the base mod, which should always be enabled. Doing so sends you to a Error loading mods - Failed to load mod...
by MrBadDragon
Wed Jan 29, 2020 7:22 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

Re: [posila] Daylight suddenly darkens

I went with the extreme option of uninstalling and reinstalling the game - this looks to have sorted the issue. Thanks for the help.
by MrBadDragon
Wed Jan 29, 2020 1:03 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

Re: Daylight suddenly darkens

The first save was started in 0.17 - I have now experienced the issue in a vanilla save I started in 0.18.
by MrBadDragon
Wed Jan 29, 2020 12:52 pm
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

Re: Daylight suddenly darkens

Attached.

It does persist after a restart. I haven't tried a reboot of my PC yet, nor have I tried a different save.
by MrBadDragon
Wed Jan 29, 2020 3:10 am
Forum: 1 / 0 magic
Topic: [posila] Daylight suddenly darkens
Replies: 12
Views: 386

[posila] Daylight suddenly darkens

Version 0.18.2 Loading my existing save, all looks good. Then after 20 seconds heavy cloud cover descends. It is not night because the lamps do not light up. WHen I go into a night cycle things look normal, but when dawn comes its not the usual daylight transition its Full day, and then when dusk st...
by MrBadDragon
Wed Jan 29, 2020 12:43 am
Forum: Ideas and Requests For Mods
Topic: Ammo Level Indicator
Replies: 0
Views: 42

Ammo Level Indicator

I want to make a mod which will display the number of mags in a turret as you wander by. This would allow you to quickly glance at your turrets and see how well stocked they were. I also want a UI option to allow you to set the "Alert" setting which would display an amber light when you are at or be...
by MrBadDragon
Wed Jan 29, 2020 12:36 am
Forum: Ideas and Requests For Mods
Topic: [Mod Request] auto fishing station
Replies: 18
Views: 1075

Re: [Mod Request] auto fishing station

Can confirm that it works in vanilla. I accidentally left an inserter hanging over the water when I ran out of landfill. Came back and finished my blueprint only to find that that inserter was not working because it was holding a fish!
by MrBadDragon
Sat Oct 26, 2019 10:06 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 12501

Re: Friday Facts #318 - New Tooltips

Yay, this will make paving large areas so much more pleasant! For bluprinted entities, could the reservation of multiple jobs per bot be done more efficiently as well? First bot to get a job to place an entity checks if there are any others in the same blueprint and grabs as many as possible. Bluep...
by MrBadDragon
Thu Aug 22, 2019 12:41 am
Forum: Gameplay Help
Topic: 3 Belt splitter
Replies: 17
Views: 1024

Re: 3 Belt splitter

Capture.PNG
Capture.PNG (825.5 KiB) Viewed 821 times
I like this idea of a Science carousel. It gets round the need for balanced inputs and can feed a large number of research buildings. You can even double side the belts if you need more power!
by MrBadDragon
Wed Jul 31, 2019 4:50 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 35437

Re: Version 0.17.60

Massively disappointed by the oil change. This "fluids for dummies" mechanic should be confined to the NPE campaign only, where all the rest of the baby toys are. I think you should actually try it before you bag it. If you want you can still go the old way, however everything I have seen and exper...
by MrBadDragon
Tue Jul 30, 2019 5:05 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 60223

Re: Friday Facts #305 - The Oil Changes

Having played a game with the supplied mod through to Chemical Science, I have to say this is a fantastic update. Capture.PNG This is a simple Refining setup which has kept me fully stocked with Sulfur and Plastics - no mess, no fuss. Simply elegant. In fact I can see a scenario where I will only ne...
by MrBadDragon
Sun Apr 21, 2019 12:10 am
Forum: Duplicates
Topic: UI inconsistency with deconstruction tool
Replies: 1
Views: 121

UI inconsistency with deconstruction tool

If I have an item selected for placing, I can not enable the deconstruction planner or blueprint tool (from the new tool shortcut menu) without first pressing q to drop the selected icon. This behaviour does not happen with the copy or cut tool which clears my selected item and loads the tool. A sec...

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