Search found 45 matches

by Stimpatch
Fri Jan 05, 2024 4:44 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 136
Views: 33301

Re: Friday Facts #392 - Parametrised blueprints

Wow.

I never understood why soccer fans cheer for their team on tv when no one is around.

Today, i clapped twice reading this blogpost.

Just... wow. Bravo!
by Stimpatch
Sun Oct 08, 2023 12:16 pm
Forum: General discussion
Topic: Today I learned...
Replies: 3
Views: 1747

Re: Today I learned...

*getting this from the grave, but the title fit, so...*

Today i learned (after 3k hours of Factorio) you can ride cargo wagons by entering with "Enter"
by Stimpatch
Sun Apr 30, 2023 9:57 am
Forum: Duplicates
Topic: [1.1.81] Belt get stuck by overfeeding items
Replies: 2
Views: 829

[1.1.81] Belt get stuck by overfeeding items

Hello, today i learned that a looped belt will get stuck if you overfeed it with items with an inserter (as visible on my screenshot on the right side). No need for a video, the belts stop moving the items forward. I understand that this is a somewhat direct consequence of the change made to fill up...
by Stimpatch
Sat Sep 17, 2022 12:41 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

May i post another small issue i found these days: In my inventory crafting tab, modules are sorted like this: Inventory-crafting.png This in sync with selecting a crafting recipe in a assembler. But if i choose the module from a signallist (like, selecting it as signal for a condition), the sorting...
by Stimpatch
Wed Sep 14, 2022 7:01 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

Deadlock989 wrote: ↑
Tue Sep 13, 2022 10:03 pm
Change line 61 of code/entities/entities-vehicles.lua from this:

Code: Select all

		prototype.burner.burnt_inventory_size = 1
to this:

Code: Select all

		prototype.burner.burnt_inventory_size = prototype.burner.fuel_inventory_size
Oh, thx so much for this suggestion. I will do that to my single player game.
by Stimpatch
Tue Sep 13, 2022 2:34 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

The situation never arose in my own playthroughs because I don't recall ever having a train route last longer than a single stack of charged batteries, but I can see how it would be possible to do. To clarify and add here, i use the mod Train Control Signals (by Klonan, https://mods.factorio.com/mo...
by Stimpatch
Tue Sep 13, 2022 10:27 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

Another Question i like to ask: I ran Industrial Revolution V1 a long time ago and finished it. (Super Awesome btw) Now in IR2, i came to the point where Batteries become available, so i tried to change to batteries as Train fuel. Requests more Setup, but now my trains run on Electricity, Awesome......
by Stimpatch
Fri Jan 08, 2021 2:09 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

Sadly, there is a Streamer abusing the mod to stream it while accepting donations:
https://www.twitch.tv/faebss

i did inform hin about this issue, quote "i dont know anything about this"

:/
by Stimpatch
Sun Dec 27, 2020 7:48 pm
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 124
Views: 54629

Re: Industrial Revolution 2 discussion

Another +1 here.

Really like the mod, as the first version of it. Big THX, i can only hope the mod makes you as happy as it made me. Nice xmas gift :D
by Stimpatch
Thu Dec 03, 2020 2:28 pm
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 5543

Re: Splitter GUI, clickable graphical priorities

ickputzdirwech wrote: ↑
Thu Dec 03, 2020 12:11 pm
Not sure if I understand you correctly, but the preview already shows all the filters and items on the belt.
Yes, my bad. ofc the editor window is live, so if you change something there, no preview is needed :D

Then, i guess i cna only vode agains the suggestion made in this thread.
by Stimpatch
Thu Dec 03, 2020 8:47 am
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 5543

Re: Splitter GUI, clickable graphical priorities

Hmm... this suggestion looks nice, yes. But this will create the first entity that has some kind of controls within the simulation box. So it will be a precedent for further "Suggesstions" and "UI Improvements" to come. I dont like that. Lets remember that the simulation box is j...
by Stimpatch
Mon Nov 16, 2020 9:53 am
Forum: Won't implement
Topic: Allow fluid energy source for lamps?
Replies: 11
Views: 3233

Re: Allow fluid energy source for lamps?

Wow... just Wow. Really nice work there. Again.
by Stimpatch
Fri Sep 11, 2020 6:57 pm
Forum: Outdated/Not implemented
Topic: Construction bots pickup preference
Replies: 4
Views: 2422

Construction bots pickup preference

TL;DR Construction bots should / could use items from storage chests first, like logibots do What ? Logistic bots use a pretty clear priority system for item pickup. Quote from Wiki: Logistic robots will pick up items in the following priority: active provider chests > storage chests > buffer chest...
by Stimpatch
Mon Apr 20, 2020 9:10 am
Forum: Mods
Topic: LTN vs TSM
Replies: 10
Views: 4643

Re: LTN vs TSM

If you try LTN, help yourself and get a UI improvement for it. Super helpful. Like LTN Tracker (deprecated) or LTN Manager
by Stimpatch
Tue Apr 14, 2020 8:25 am
Forum: Logistic Train Network
Topic: [0.18] LTN Manager (ALPHA)
Replies: 20
Views: 14347

Re: [0.18] LTN Manager (ALPHA)

Looks good so far, i will give this a try on the next major update round for my mods, but for now i have come to terms with the old ltn version with a working tracker.
by Stimpatch
Tue Mar 31, 2020 6:36 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 109370

Re: Crash using LTN with Bob&Angel

ptx0 wrote: ↑
Sat Mar 14, 2020 6:54 pm
yes, either remove the mod or use the older version of LTN.
What is the last known Combination of LTN / LTN Tracker known to work?
by Stimpatch
Fri Mar 13, 2020 9:20 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 155548

Re: [MOD 0.18] KRASTORIO^2

On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
by Stimpatch
Tue Mar 10, 2020 1:02 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 155548

Re: [MOD 0.18] KRASTORIO^2

Come on, give some more tasty preview stuff, plz!

WANT!
by Stimpatch
Mon Mar 09, 2020 9:21 am
Forum: Off topic
Topic: The virus has caused a factorio type of problem
Replies: 10
Views: 7992

Re: The virus has caused a factorio type of problem

Deadlock989 wrote: ↑
Mon Mar 09, 2020 8:31 am
It's media-fuelled hysteria.
That. While comparing numbers is always a bit tricky to get everyone on the same page, at the end of the day its another flu.
by Stimpatch
Thu Feb 13, 2020 10:43 am
Forum: Mod portal Discussion
Topic: Report stolen mods
Replies: 65
Views: 20587

Re: Report stolen mods

As i can see it the whole discussion is circling around the ego of just one person who is offended here and it seems more and more clear, that this persons top priority in modding isn't the fun that players have with the game and the mods, but the recognition that goes with it. The satisfaction of ...

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