Search found 19 matches
- Fri May 03, 2024 5:44 pm
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 31158
Re: Friday Facts #409 - Diminishing beacons
I am seeing a lot of replies claiming that "the" meta is strictly 12 beacon builds, and that these changes don't affect the meta. That's incorrect: if you're building big, ups-optimized bases, direct insertion is king. That requires unusual beacon layouts, with (sometimes) twelve beacons o...
- Fri Apr 12, 2024 5:09 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 153
- Views: 28294
Re: Friday Facts #406 - Space Age Music
I'll echo what has already been said: the tracks sound fabulous! I can't wait to get my hands on this expansion. It reminds me positively of Stellaris, which is famous for its use of a full orchestra. I bought and adore the soundtrack from that game, and I am optimistic that will be the case for Fac...
- Fri Jan 12, 2024 10:11 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59536
Re: Friday Facts #393 - Putting things on top of other things
The belt stacking update looks really cool! I quite enjoyed Deadlock's stacking mod. In that mod, the stacking was in a separate 1x1 building, and that additional complexity meant a trade-off in builds about where to put the stacking (one per assembler? One at the end of a belt, before combining it ...
- Fri Sep 22, 2023 1:42 am
- Forum: Angels Mods
- Topic: [Bug] Tin, Solder tree missing
- Replies: 1
- Views: 658
Re: [Bug] Tin, Solder tree missing
Update: Starting a new game yields a working tech tree. I'm able to repair my existing save (though I lose achievements) using: /c game.player.force.reset() However, I then lose achievements from the save. Does anyone know of a mod that can be used to reset the tech tree or another way to restore th...
- Thu Sep 21, 2023 9:29 pm
- Forum: Angels Mods
- Topic: [Bug] Tin, Solder tree missing
- Replies: 1
- Views: 658
[Bug] Tin, Solder tree missing
I just started a new world, looking to play the famous Bob+Angel's combination. However, our tech tree progression appears to be stuck. We cannot research "electronics". It's missing the prerequisite tech, "solder smelting"! This appears nowhere in the tech tree. Does anyone know...
- Fri Sep 08, 2023 4:34 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 813
- Views: 172989
Re: Friday Facts #375 - Quality
You can actually see a little white >= symbol next to the four quality dots in the first splitter. Untitled.png On the FFF, I was initially dubious but I think this will be a cool addition to the game! It's an interesting system, that you can choose to engage with a later point. I don't mind the RNG...
- Tue Feb 09, 2021 7:45 pm
- Forum: Duplicates
- Topic: [1.1.21] Blueprints inconsistently build circuit wires
- Replies: 8
- Views: 3085
Re: [1.1.21] Blueprints inconsistently build circuit wires
While this is probably related to that issue, this represents a regression in behavior that worked before the update to wires being saved in blueprints. It also affects more than just a modding interface and presents a problem in vanilla gameplay. Should this really be classified as a duplicate of a...
- Tue Feb 09, 2021 6:03 pm
- Forum: Duplicates
- Topic: [1.1.21] Blueprints inconsistently build circuit wires
- Replies: 8
- Views: 3085
Re: [1.1.21] Blueprints inconsistently build circuit wires
Just tested it. The top is an original design. The middle is when one of the buggy blueprints has new contents selected from the top, and then is pasted down. The bottom is a fresh blueprint, which doesn't seem to reproduce the bug. new-blueprint.png However, if you take that new (working) blueprint...
- Sat Feb 06, 2021 11:01 pm
- Forum: Duplicates
- Topic: [1.1.21] Blueprints inconsistently build circuit wires
- Replies: 8
- Views: 3085
Re: [1.1.21] Blueprints inconsistently build circuit wires
Not sure why the download is unavailable. Try this link instead (it will expire in three months): https://www.dropbox.com/s/2amvnul28aeecld/terranova_10.zip?dl=0 (or this one? https://www.dropbox.com/t/UP4TQDStlN2MgJLQ -- which expires in one week) I tried re-making the blueprint, by using the "...
- Sat Feb 06, 2021 8:29 pm
- Forum: Duplicates
- Topic: [1.1.21] Blueprints inconsistently build circuit wires
- Replies: 8
- Views: 3085
[1.1.21] Blueprints inconsistently build circuit wires
I have a blueprint I use for loading stations in Krastorio + SpaceExploration + LTN. The filter miniloaders (modded inserters) have their filters set by circuit conditions. These circuit wires are, however, inconsistently placed! In the below figure, the top-most copy of the unloading station is cor...
- Mon Jan 11, 2021 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
- Replies: 5
- Views: 3749
Re: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
Exciting! Thanks Oxyd.
- Sun Jan 10, 2021 7:04 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods
- Replies: 38
- Views: 22071
Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods
This is amazing! It's hard to imagine that many science packs per minute. A very cool build.
- Tue Jan 05, 2021 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
- Replies: 5
- Views: 3749
Re: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
No problem, I'm happy to hear this report was useful, here's the new link. It'll expire in a week I'm afraid, but I can re-upload again if need be
- Mon Dec 21, 2020 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
- Replies: 5
- Views: 3749
[Oxyd] [1.1.6] Biter groups for nest building waiting on stuck members
Hi all, I've followed the recent bug reports on biters failing to attack with great attention, because my current multiplayer server has been suffering from larger groups of biters forming up on the southern edge of our base, and then failing to do much of anything. I saw two such bugs get fixed bef...
- Fri Oct 30, 2020 5:58 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 84761
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
With the updated ghost building improvements, will we get a way to place ghost modules into buildings? As it is, the workflow is to build the building you want near you on the ground, add modules to it, then copy and paste that into position. It would be very nice if module ghosts could be placed di...
- Sun Oct 25, 2020 6:18 am
- Forum: Duplicates
- Topic: [1.0.0] UI highlighting for requests set by circuit network is incorrect
- Replies: 1
- Views: 784
[1.0.0] UI highlighting for requests set by circuit network is incorrect
Hi, this is a minor graphical bug as far as I can tell. 1. What did you do? I clicked on a requester chest. The chest has requests set by a complicated circuit network. Requests are added to the chest as needed, and removed when the requester chest has satisfied the request. If you open a requester ...
- Fri Oct 09, 2020 8:06 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 89536
Re: Friday Facts #361 - Train stop limit, Tips and tricks
It really made my night to see my RSS feed light up with a new FFF! So happy to read all of the upcoming changes. I always love reading about how the devs are fighting for UPS or continually perfecting new features. Speaking of, the new train-stop limits seem like they'll be a lifesaver for those no...
- Sat Nov 09, 2019 10:55 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 81887
Re: Friday Facts #320 - Color correction
I first looked at this FFF on my phone, and was disappointed. The new colors looked worse than the old. But, then I booted up my PC and learned that my phone screen is really crappy. The update looks great on my PC -- I can't wait to get my hands on it!
- Sun Mar 31, 2019 10:53 pm
- Forum: Questions, reviews and ratings
- Topic: Train Loader/Unloader mod?
- Replies: 2
- Views: 4221
Re: Train Loader/Unloader mod?
Have you considered the merging chests mod ? You can lay down a large number of chests on either side of the track, merge them, and use stack inserters exactly as you envision. Pretty UPS friendly, since it's just a chest and inserters as usual. This way you don't have to worry about unbalanced unlo...