Search found 587 matches
- Sun Jul 07, 2019 10:46 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 30699
Re: Version 0.17.54
[*]Fixed that inserter tooltips would list pollution despite inserters being unable to produce pollution. (https://forums.factorio.com/72855) Why did a burner inserter don't produce pollution? I’d like to know this too. It makes sense that a burner inserter would produce pollution while the electri...
- Sun Jul 07, 2019 9:43 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29141
Re: [MOD 0.16.x] NiceFill
I was trying to avoid this lazy solution but is appears to be necessary. I can't fix compatibility with all mods, so i just made compatibility problems less severe. ...and here I was, just about to drop a bit of code that says "do not ever use these tiles, specifically", which also fixes ...
- Sun Jul 07, 2019 4:30 pm
- Forum: Gameplay Help
- Topic: How can I make my train lines more efficient?
- Replies: 19
- Views: 6941
Re: How can I make my train lines more efficient?
How do you generally make the trains turn around then? Take these stations that I have for example in the photos. The fundamental problem is that I need tons of space and it's not flexible. Drive forward to get out. In my case, normally by having the station be one or more rails aligned with the di...
- Sun Jul 07, 2019 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Bart's prioritize placing buildings and using logistics
- Replies: 3
- Views: 1187
- Sat Jul 06, 2019 9:05 pm
- Forum: Ideas and Requests For Mods
- Topic: Poor ore visualizer
- Replies: 8
- Views: 2477
Re: Poor ore visualizer
I watched several tutorials and found that scanning and zone assignment are quite simple. Though I don’t like slow and ineffective scanning using radius signal. Due to its random nature some tiles are scanned twice and some stays unexplored for a long time. It’s an issue for me because ore fields a...
- Sat Jul 06, 2019 8:59 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 29141
Re: [MOD 0.16.x] NiceFill
I'll check this when I get home, but generally, NiceFill creates a copy of a surface with mapgen settings having all water disabled. If any mod ignores mapgen settings for water, water appears on the copy surface and NF copies this water texture. Hrm. I came here because of the same issue. I'm happ...
- Sat Jul 06, 2019 4:45 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 30699
Re: Version 0.17.54
I registered on the forums just to add my voice here: I’m disappointed that you chose to use PulseAudio by default instead of ALSA; it seems that using the latter would have made everyone happy, since as far as I know, PulseAudio intercepts applications using ALSA and routes them just fine, but it ...
- Sat Jul 06, 2019 4:29 pm
- Forum: Mods
- Topic: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
- Replies: 29
- Views: 14662
Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug
The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance. Looks abandoned to me. Doesn't change the law, and the license agreement - unless you want to take it to court with a good IP lawyer - is entirely clear: you can download and...
- Sat Jul 06, 2019 4:21 pm
- Forum: Off topic
- Topic: How old are the players of Factorio
- Replies: 62
- Views: 67366
Re: How old are the players of Factorio
here is a hint. my first computer had 128KB of RAM. :P I got you beat. Mine only had 64k, no HDD, not even a floppy drive when we got it, just ran on tapes and cartridges. Man I miss that Commodore64. And, I'm 38. First time I'm seeing a "mine is smaller than yours" contest :mrgreen: Hah....
- Sat Jul 06, 2019 4:10 pm
- Forum: News
- Topic: Friday Facts #302 - The multiplayer megapacket
- Replies: 39
- Views: 19429
Re: Friday Facts #302 - The multiplayer megapacket
Clusterio is /r/nextfuckinglevel Nah, champ. ClusterIO is impressive, but this. This is the next darn level right here: https://github.com/justarandomgeek/FactorioIP/blob/master/Feathernet.md IPv6 autoconfiguration, including publicly routable addresses ... using Factorio combinators. Oh, and Clust...
- Sat Jul 06, 2019 4:08 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 30699
Re: Version 0.17.54
I registered on the forums just to add my voice here: I’m disappointed that you chose to use PulseAudio by default instead of ALSA; it seems that using the latter would have made everyone happy, since as far as I know, PulseAudio intercepts applications using ALSA and routes them just fine, but it ...
- Sat Jul 06, 2019 4:06 pm
- Forum: Ideas and Requests For Mods
- Topic: Poor ore visualizer
- Replies: 8
- Views: 2477
Re: Poor ore visualizer
Are you sure that it wouldn't be easier to have this done with a blueprint, and the AAI programmable structures? I'm not familar with AAI Programmable Structures mod. I just read its description, do I need to connect Tile Scanner to Zone Controller via some circuit network? Sounds interesting, I ha...
- Fri Jul 05, 2019 11:32 pm
- Forum: Ideas and Suggestions
- Topic: [In-game mod management] Allow "delete" and/or "disable" for installed mods on "install" tab
- Replies: 0
- Views: 468
[In-game mod management] Allow "delete" and/or "disable" for installed mods on "install" tab
TL;DR Decided to try a Krastorio game. Look at Krastorio on the install tab of the in-game mod manager. Krastorio conflicts with an installed mod. The "➜" next to it takes me to the mod on the "install" tab, because I clicked it while on the install tab. I can't disable or delet...
- Fri Jul 05, 2019 10:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Poor ore visualizer
- Replies: 8
- Views: 2477
Re: Poor ore visualizer
It would be nice to visualize tiles where ore concentration is below configurable threshold (e.g. 10K). Mod used for illustration: AAI Zones Are you sure that it wouldn't be easier to have this done with a blueprint, and the AAI programmable structures? Adapting the "remove the zone marker whe...
- Fri Jul 05, 2019 10:32 pm
- Forum: Ideas and Suggestions
- Topic: 2 suggestions for assembler -> requester chest recipe copy
- Replies: 1
- Views: 756
Re: 2 suggestions for assembler -> requester chest recipe copy
The mod Additional Paste Settings implements a bunch of what you asked for. I'm not saying "use the mod", in fact, I mention it for exactly the opposite reason: I thought exactly the same thing as you, and that this should be part of the base game. I found the mod because it wasn't. It tur...
- Fri Jul 05, 2019 8:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 572998
Re: [MOD 0.14] AAI Programmable Vehicles
Hey, I finally got around to trying this out, because it looked cool. Turns out, wow, but it is! Great stuff! Like a couple people before me I got kind of lost between the first post, and the new 0.17 model; I think I have the basics of the new style strategy now, but I'm not entirely clear on anyth...
- Fri Jul 05, 2019 8:06 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 8659
Re: How does uranium processing not cause desync?
Also computer can easily do random, just use the lowest bits from a camera feed. Enough quantum magic going on there. Isn't that cheating like picking up random numbers from the lottery ? It feels to me like what would be random there would be the output of the feed, but that wouldn't require quant...
- Fri Jul 05, 2019 7:04 am
- Forum: Mods
- Topic: [MOD 0.17 - 1.1.x] Shuttle Train Continued
- Replies: 11
- Views: 7563
Re: [MOD 0.17.x] Shuttle Train Continued
I found some interactions with Train Network for Players a bit frustrating, so I figured I'd give this a try. So far, it seems great! You did really well with the user experience, which is honestly the most important part of this from a player perspective. I did find myself surprised that when I sum...
- Fri Jul 05, 2019 7:00 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 89867
Re: [0.17]AutoTrash 4.1.5
I also wasn't able to reproduce the effect I had where it'd turn off autotrash after I turned it on, which annoyed me, because that was definitely reproducible. It then occurred to me that one change I had made since was to turn off "autotrash only in main network", which may be related, ...
- Fri Jul 05, 2019 1:05 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 89867
Re: [0.17]AutoTrash 4.1.5
Remove all requests, full stop. - found the hidden setting, cunningly named "disable requests on death" You mean "Pause requests on death" ? That's on by default (at least it should be) But that makes me wonder even more about the "maybe bug" of autotrash turning off o...