Search found 103 matches

by thuejk
Mon Aug 08, 2022 2:51 pm
Forum: Resolved for the next release
Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
Replies: 6
Views: 508

Re: [Donion] [1.1.63] Most sounds stop playing after hours of play

The problem disappeared once I saved-restarted-reloaded, so I don't think a save would be useful? I will take a look at the sound instances if the problem reoccurs.
by thuejk
Tue Aug 02, 2022 9:55 am
Forum: Resolved for the next release
Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
Replies: 6
Views: 508

[Donion] [1.1.63] Most sounds stop playing after hours of play

I am doing a game of the mod Warptorio 2 expansion. After some hours of play, I noticed that most sounds were not playing. Notably the warp countdown alert. This worked well on the old sound engine. Restarting Factorio fixed it - this was not necessary on the old sound engine.
by thuejk
Mon Aug 30, 2021 11:24 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Biters run away from activating mines
Replies: 4
Views: 2136

Re: Biters run away from activating mines

But lemmings biters are not normally know for their sense of self-preservation, with e.g. single biters running straight at walls of turrets...
by thuejk
Mon Aug 30, 2021 9:49 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Biters run away from activating mines
Replies: 4
Views: 2136

[Oxyd] Biters run away from activating mines

Mines have an activation time, after which they become invisible to enemies. When this happens, biters who were targeting the mine seems to for whatever reason run far away from the mine, instead of trying to acquire a new target. Video demonstration: https://thuejk.dk/factorio_biters_mine_big_2021_...
by thuejk
Mon May 03, 2021 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.32] Blueprint copying ignores planned belt direction changes
Replies: 1
Views: 1320

[1.1.32] Blueprint copying ignores planned belt direction changes

So some time ago I made "Blueprints ignore planned upgrades" (https://forums.factorio.com/73287), where I pointed out that a blueprint copy should implement ghosted changes to the thing being copied. This was implemented by Kovarex. However, there is one other case where "ghosted"...
by thuejk
Wed Mar 24, 2021 5:56 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 9496

Re: Version 1.1.28

FactorioBot wrote: ↑
Wed Mar 24, 2021 1:27 pm
Minor Features
  • The announcement of player death now contains GPS tag with the location.
Nice :D! No more pixel hunting.
by thuejk
Tue Mar 02, 2021 10:13 pm
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 1940

Re: Make the corpse smaller and more ground-colored

@Kyralessa

That is clearly the superior gameplay design. I am surprised they haven't implemented it already. That way you could spend even more time on this the best part of Factorio.
by thuejk
Tue Mar 02, 2021 11:57 am
Forum: Implemented Suggestions
Topic: Make the corpse smaller and more ground-colored
Replies: 15
Views: 1940

Make the corpse smaller and more ground-colored

I think every Factorio player knows about searching for your corpse, when you are not 100% sure where it is, to reclaim your expensive powerarmor and inventory. Frustrated pixelhunting for your corpse is clearly the best part of the game, central to the Factorio experience. My suggestion is to make ...
by thuejk
Sun Feb 21, 2021 11:24 am
Forum: Not a bug
Topic: [1.1.25] Can't ghost-place in fog of war
Replies: 1
Views: 477

[1.1.25] Can't ghost-place in fog of war

The 1.1.15 changelog said: - Allowed to build blueprints anywhere regardless fog of war. However, this seems to be inconsistent. if I hold e.g. a single powerpole in my hand and shift-click with it in the fog of war, I get the error message "Cannot build in fog of war". But if I have a blu...
by thuejk
Wed Feb 10, 2021 10:54 am
Forum: Minor issues
Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Replies: 7
Views: 1505

Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork

out.mp4
(58.71 KiB) Downloaded 78 times
Simpler test case. It seems clear that it just considers all belts going the other way as replaceable. IMO this is a real bug.
by thuejk
Fri Jan 15, 2021 12:14 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Replies: 2
Views: 1224

Re: [kovarex] [1.1.11] Power pole dragging fails to power inserter

Thanks for the fix :). We have known about this bug for some time. But AntiElitz thought that this bug was covered by one of the other power pole bug reports, so we did not report it separately. The bug has not been there "forever" (I don't know how literally you meant that). Nefrums has u...
by thuejk
Thu Jan 14, 2021 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Replies: 2
Views: 1224

[kovarex] [1.1.11] Power pole dragging fails to power inserter

If you hold down the left mouse button with a power pole selected, the game is supposed to autoplace enough power poles so all entities are powered. However, as shown in the attached video, the top right inserter does not get powered, even though it should. Note that if I move the mouse so it does n...
by thuejk
Wed Jan 13, 2021 11:51 am
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 6820

Re: Increase bot queue processing rate

My main issue is the failed attempts, which slows down to 1 per tick. What often happens is that there are many unconstructable ghosts in my world. And the queue will then repeatedly cycle through these unconstructable ghosts at one per tick, each time taking many seconds. So the suboptimal thing is...
by thuejk
Wed Jan 13, 2021 11:41 am
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 6820

Re: Increase bot queue processing rate

the system checks 10 (CORRECTION, it checks between 1 and 4 by default depending on successes or failures) ghosted entities per tick I think it is between 1 and 3? max_successful_attempts_per_tick_per_construction_queue is 3 when I print it out ingame. max_failed_attempts_per_tick_per_construction_...
by thuejk
Mon Jan 11, 2021 11:34 pm
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 1626

Re: Disallow power poles to be automatically placed over ghosts

This seems like an obviously good idea to me. I have never ever wanted dragged power poles to destroy ghosts.
by thuejk
Fri Nov 27, 2020 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 30033

Re: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.

Another example of why remembered power connections should not be default, from Nefrums' speedrun yesterday: https://clips.twitch.tv/HedonisticCuriousSardineKappa Blueprinting something, and then dragging power through it along the blueprinted power poles, seems like a reasonable use case to me. But...
by thuejk
Wed Nov 25, 2020 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 30033

Re: Power Pole connections saved in Blueprints leads to unacceptable and pseudo random connection behavior. Please rever

One way to "fix" the power pole blueprinting would be to have a checkbox when creating it, saying "save power wire layout". Default off. Like the "include trains" checkbox.

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