Search found 26 matches

by Xynariz
Mon Aug 15, 2022 5:35 pm
Forum: Logistic Train Network
Topic: Stations act as provider without marking them as such?
Replies: 4
Views: 105

Re: Stations act as provider without marking them as such?

Well it doesn't, when I add back in the combinators - which have a "requesting xyz" value of 51k and a value threashold of -200k the trains still go there as if it's a provider - when there are only a few k items. That sounds right for the *requester* values. What robot256 was correctly p...
by Xynariz
Fri Mar 25, 2022 3:21 pm
Forum: Modding interface requests
Topic: Seperate Personal Roboport Construction Zone Sprite and Roboport Construction Zone Sprite
Replies: 3
Views: 375

Re: Seperate Personal Roboport Construction Zone Sprite and Roboport Construction Zone Sprite

+1.

I like the idea of being able to tell where my personal roboport construction zone is when I'm inside a larger network.
by Xynariz
Mon Mar 07, 2022 12:41 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 38
Views: 9685

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

As "another user" that Fishy referred to above, I second everything he said. :D
by Xynariz
Fri Feb 18, 2022 8:18 pm
Forum: Ideas and Suggestions
Topic: Insertion limit for labs should account for lab speed (just like it does for assemblers)
Replies: 3
Views: 544

Re: Insertion limit for labs should account for lab speed (just like it does for assemblers)

+1 to this suggestion.

It would be especially useful in Space Exploration, as the sample video shows.
by Xynariz
Wed Feb 02, 2022 12:09 am
Forum: Resource Spawner Overhaul
Topic: Command to spawn a naturally-looking ore patch
Replies: 5
Views: 18783

Re: Command to spawn a naturally-looking ore patch

I know, I know, I'm necro-ing an old thread.

I just wanted to say thanks for the script - it's very useful! It's great to use when I add a mod that adds a resource after I've started a game.
by Xynariz
Fri Jan 21, 2022 8:32 pm
Forum: Logistic Train Network
Topic: Disabling depots
Replies: 4
Views: 1328

Re: Disabling depots

Super old thread but still comes up in google. To prevent non-empty trains from dispatching: Wire the Depot train stop to a Rail signal in front of it. If train not empty, then disable the rail signal. Can also add a speaker for an alert too. Works for both standard and fluid cargo. Yup, this idea ...
by Xynariz
Mon Jan 17, 2022 10:48 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 38
Views: 9685

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

I'm loving this set of mods mixed in my K2SE game, thank you for that, Brevven! Speaking of other mod compatibility, I have a few questions: K2 recently changed their dirty water filtration so that it doesn't give back 100% of the water that went into it. (This may or may not be SE-specific, I'm not...
by Xynariz
Wed Sep 29, 2021 9:11 pm
Forum: 1 / 0 magic
Topic: [1.1.41] Crash loading save: "TransportLine.cpp:872: this->items.distanceToNext >= 0 was not true"
Replies: 9
Views: 1562

Re: [1.1.41] Crash loading save: "TransportLine.cpp:872: this->items.distanceToNext >= 0 was not true"

The corruption here reminds me of https://forums.factorio.com/97743. The 8.2 million number is also consistent between the two reports as well. I wish I had something useful to say beyond this, but I thought it worth pointing out that such a specifically large number appeared in both reports, and I...
by Xynariz
Wed Sep 29, 2021 8:55 pm
Forum: Not a bug
Topic: [1.1.41] Mod changelog list is reversed
Replies: 7
Views: 1030

Re: [1.1.41] Mod changelog list is reversed

In-game the changelog is always oldest to newest, even the base game changelog, So this isn't a bug Would it be possible to have a user setting that could change this? For me, when I play, I am usually only looking for "what changed between the version of a mod I'm currently using and the newe...
by Xynariz
Tue Aug 24, 2021 11:38 pm
Forum: Mods
Topic: [1.1] Nullius: A Factorio prequel
Replies: 103
Views: 13090

Re: [1.1] Nullius: A Factorio prequel

As a power player and when repeating Nullius you know all that and can plan ahead. But try to look at it from the perspective of a first time player. I am a "power player" of Factorio itself, but I have previously started a (short so far, but hopefully to continue later) Nullius playthrou...
by Xynariz
Wed Jul 21, 2021 10:02 pm
Forum: Logistic Train Network
Topic: Error "No Train Found...."
Replies: 1
Views: 454

Re: Error "No Train Found...."

Are the trains at depot stations? Specifically, are they at LTN stops that are receiving the "Is Depot" signal? Are the depot station, the requester station, and the provider station all in the same network? (If you haven't set any network ID values, then the answer here is yes.) Are the ...
by Xynariz
Thu Jun 10, 2021 4:09 pm
Forum: Not a bug
Topic: Bug when quit game on Mac
Replies: 5
Views: 1066

Re: Bug when quit game on Mac

A similar thing has happened to me before. In my case, I found that the problem started when I got my first large (~300MB) save file (it was a Space Exploration playthrough). Ever since then, it takes Steam forever to synchronize saves. My solution has been to turn off cloud saves. I periodically re...
by Xynariz
Wed Jun 09, 2021 11:00 pm
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 38
Views: 9685

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten...

These mods look like a fantastic idea! I wish I had known they existed when I started my current playthrough. I will definitely try them out for my next run when my current one is done!
by Xynariz
Thu Feb 04, 2021 5:59 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3749
Views: 984284

Re: Development and Discussion

Here is another piece of feedback: "Garden cultivation", the recipe that has a 1% chance to give each of the gardens, is really bad, might even have a negative yield. For a while it looked like maybe it would slowly overproduce, but eventually it ate all my garden investment and now the b...
by Xynariz
Mon Nov 02, 2020 9:38 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 52088

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

FFF #362 indicates that there will be a Factorio logo that will be "buildable in the map editor without the use of mods". I have a few questions about this, being as pedantic and curious as I am. 1) Will the Factorio and/or Wube logos be buildable/placable in vanilla freeplay? If not, and ...
by Xynariz
Thu Jul 30, 2020 12:45 am
Forum: PyMods
Topic: Collection of tech tree gotchas
Replies: 11
Views: 3174

Re: Collection of tech tree gotchas

Using full PY's (including AL): Lignin to Aromatics is unlocked at Biotechnology - Stage 2, but Lignin production is unlocked at Microbiology - Stage 2. Neither tech is a prerequisite of the other, so it's possible to get either the recipe without the ability to produce the item (doesn't really make...
by Xynariz
Fri Jul 24, 2020 11:32 pm
Forum: PyMods
Topic: How to mine quartz?
Replies: 2
Views: 1583

Re: How to mine quartz?

The way I discovered what machine I needed to use to mine quartz was by walking to the quartz patch and pressing 'q' (or whatever your picker hotkey is). That will pull up a ghost of the machine you need to use in order to be able to mine it. Heads up - you'll also not use standard miners for borax,...
by Xynariz
Tue Jul 02, 2019 1:02 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 123177

Re: [0.17.x] Bob's Mods: General Discussion

bobingabout wrote: ↑
Mon Jul 01, 2019 4:15 pm
Fixed underground belt bounding boxes causing an error in 0.17.53.
Came to report this ... and a fix had already been uploaded. Thanks for the quick turnaround!
by Xynariz
Mon Jul 01, 2019 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
Replies: 5
Views: 2190

Re: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)

th0 wrote: ↑
Mon Jul 01, 2019 7:02 pm
I'm aware this is a tiny thing and won't bother anyone, though.
It bothered me, I was just too lazy to write up a proper report. Thank you for doing so!
by Xynariz
Fri Jun 28, 2019 5:22 pm
Forum: General discussion
Topic: Inventory Sort
Replies: 8
Views: 1917

Re: Inventory Sort

I would also love this. Your inventory is auto-sorted (by default, I believe there is an option for it), so why not have the ability to sort a chest/vehicle inventory? I would be fine if there was some sort of "smart chest" (requiring a chest and maybe a few circuits of an appropriate tier...

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