Search found 196 matches

by Honktown
Tue Nov 19, 2019 10:27 am
Forum: Bug Reports
Topic: [0.17.76] Crash when saving, in FluidBoxManager
Replies: 4
Views: 216

Re: [0.17.76] Crash when saving, in FluidBoxManager

I have a save which shows this same behavior. I'm going to bed soon, but I can load it up tomorrow and test anything if needed. About a minute into my save the game becomes un-saveable.
by Honktown
Tue Nov 19, 2019 3:58 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 24
Views: 598

Re: Why is my UPS low?

@Koub and Darkfrei Thanks to both of you for helping me understand better how the game works. Yes, I realize the warehouse issue was explained early in the thread. I was not aware of it before I started this conversation and I most likely didn't give enough credit to the comment when it was given. ...
by Honktown
Tue Nov 19, 2019 3:55 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 24
Views: 598

Re: Why is my UPS low?

I'm tooting my own horn here: https://mods.factorio.com/mod/DeepPockets

I (re)wrote a stack size changer, if you need one

edit: nvm you got one already
by Honktown
Mon Nov 18, 2019 9:58 pm
Forum: Modding help
Topic: Chunk iterator not working properly?
Replies: 17
Views: 376

Re: Chunk iterator not working properly?

DONE. FINALLY. I am so stupid that I put chunks[chunk_i].x instead of chunks[chunk_i].y so the position was basically x, x instead of x, y. Such a stupid mistake that lead to a month of debugging. Incase someone wants the mod, PM me and I'll send you the link when I release it. I will also be makin...
by Honktown
Mon Nov 18, 2019 9:03 pm
Forum: Mods
Topic: [0.17] update to Advanced Nuclear
Replies: 0
Views: 30

[0.17] update to Advanced Nuclear

https://mods.factorio.com/mod/AdvancedNuclear3 I liked using the .16 mod but it hasn't been updated in a long time. The most power transferrable is 10 gigawatts, as that's the most the heat pipes and exchangers can transfer (specific number in the entity). I can increase that number if someone wants...
by Honktown
Mon Nov 18, 2019 6:40 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 58
Views: 2629

Re: Niggles and nitpicking - player preferences

... I didn't have random assemblers. My base was a bit spaghetti but it wasn't planned out and all clean and whatnot. I had one or two central assemblers I used for limited-number crafts, the rest was all automated. 1. stack inserters and substations everywhere. dont like too many different entity ...
by Honktown
Mon Nov 18, 2019 6:34 pm
Forum: Not a bug
Topic: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
Replies: 4
Views: 93

Re: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees

I don't know then, if you mean you're close enough to touch the train but just being obscured by the trees interferes.
by Honktown
Mon Nov 18, 2019 6:14 pm
Forum: Not a bug
Topic: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
Replies: 4
Views: 93

Re: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees

I run into this kind of often with other things. I don't recall exactly what, but sometimes you can't interact with objects because something else is in the way.
by Honktown
Mon Nov 18, 2019 2:14 pm
Forum: Modding help
Topic: Feasibility of limiting # of a certain item in game?
Replies: 10
Views: 227

Re: Feasibility of limiting # of a certain item in game?

I didn't read all of the thread, but a possible solution: Watch the production statistics, and when the limit is hit, disable the recipe and clear anything that can produce it. Re-enable the recipe if more houses were built If a specific building is used (like a rocket silo has a fixed-recipe) then ...
by Honktown
Mon Nov 18, 2019 2:01 pm
Forum: Modding interface requests
Topic: unpowered combinators
Replies: 3
Views: 78

Re: unpowered combinators

There's on-construction events that can be applied (a mod I played with prevents building certain things in places). That kind of behavior is used in a bunch of mods. If a combinator is marked for deconstruction, replace it with a blank version if the signal is not nil. That would probably work and ...
by Honktown
Mon Nov 18, 2019 1:51 pm
Forum: Technical Help
Topic: Glitch since last update (17.77)
Replies: 2
Views: 112

Re: Glitch since last update (17.77)

There's also the possibility an armor was modded, or a technology for inventory capacity was removed (that would come up on load). Stack size changes and inventory size changes both may cause items to fall out. Edit: I saw your post time. It wouldn't have been satellites that first fell out of your ...
by Honktown
Fri Nov 15, 2019 11:36 pm
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 58
Views: 2629

Re: Niggles and nitpicking - player preferences

Yeah I did lazy bastard. It was pretty crude but since the goal is one rocket it's not like it needs to be organized. First impression could be caused by second assumption :D How did you force yourself to do it :D The challenge was not crude, my base was. I didn't force myself, I wanted to do it. P...
by Honktown
Fri Nov 15, 2019 12:52 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 58
Views: 2629

Re: Niggles and nitpicking - player preferences

ore line in the middle and plates on the outside or the other way around, you use a "double-sided" line of smelters and use a splitter to filter iron and copper different ways. Blueprinting is ehhhh difficult and not useful early on. Never done a mall. I'm not gonna be one of those people That soun...
by Honktown
Tue Nov 12, 2019 4:51 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 228

Re: Local folder for each mod (version inspecific) and a settings file

I could also test things without adding them to the mod, including things I'd like to merge later, without having to constantly re-zip the file. You can have zipped and unzipped versions of the same mod in one directory, as well as different versions of the same mod. The game will use the latest ve...
by Honktown
Mon Nov 11, 2019 5:47 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 228

Re: Local folder for each mod (version inspecific) and a settings file

persistent file of user changes to my mod What changes can users make to a mod? Do you mean users modifying your mod? That isn't really supported, nor recommended, beyond scripted changes determined by settings . I'd tell them to use version control so they can make their changes, then if the mod u...
by Honktown
Sun Nov 10, 2019 5:58 am
Forum: Releases
Topic: Version 0.17.76
Replies: 3
Views: 5242

Re: Version 0.17.76

Heyyyy the worm change is really nice. Do you know if it affected all worms? I noticed it CONSTANTLY because I play with a fair amount of enemy-difficulty mods, and turrets could shoot way outside their detection range. I assumed it was either the predictive shooting, or an update I hadn't seen wher...
by Honktown
Sun Nov 10, 2019 5:52 am
Forum: Gameplay Help
Topic: Game Alerts for player (owner) possible?
Replies: 2
Views: 94

Re: Game Alerts for player (owner) possible?

I can't seem to find a way - or a created Mod - that allows Alerts (for example via the programmable speaker) to only show in the GUI for the player that owns the item creating the Alert. Is this possible at all? Could a Mod do it, or would even a Mod have to call up or create a totally different p...
by Honktown
Sun Nov 10, 2019 5:48 am
Forum: General discussion
Topic: Just finished my very first game
Replies: 3
Views: 339

Re: Just finished my very first game

"""huge mess""" Glad you had fun but you were definitely spoiled. I was playing with a friend only after trying one of the tutorials for 5-10 mins and we ended up 150-200 hours (and many many rockets) in, with far more of a spaghetti factory. One thing you might've seen: beacons and productivity mod...
by Honktown
Sun Nov 10, 2019 2:45 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 173
Views: 11732

Re: Friday Facts #320 - Color correction

While we're on the subject of night, can we consider increasing the light level that nightvision toggles? Currently there's a weird time of day where it's too dark to see comfortably, but nightvision hasn't enabled itself. We can mod this, but it'd be nicer to have a slider in the options or someth...
by Honktown
Sun Nov 10, 2019 2:39 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 15
Views: 386

Re: Make visible mark on boxes if the volume limit is set

With new tooltip system I have small suggestion to add number of stack allowed being shown on tooltip. Something like: woodbox-tooltip.png That's good, but it can't be seen without mousing over a box. The limitation in itself is what's important to me, and someone mentioned a red x looks like decon...

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