Search found 170 matches
- Wed Aug 07, 2024 8:31 pm
- Forum: Implemented for 2.0
- Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
- Replies: 14
- Views: 2410
Re: Separate the 2 functions of "catalyst_amount" into 2 parameters
Thank you for your efforts.
- Sun Jun 09, 2024 12:49 am
- Forum: General discussion
- Topic: Better quality shirts
- Replies: 0
- Views: 490
Better quality shirts
I bought 3 shirts of Factorio at Factorio merch store in 2023 spring. Used one shirt for a year and now wearing a second. My suggestion is that you sell a better quality shirt that will stand up to everyday use. These shirts have a collar that stretches after just one wash. I am Japanese and I know ...
- Fri Apr 26, 2024 11:37 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 156
- Views: 24801
Re: Friday Facts #408 - Statistics improvements, Linux adventures
I am a good observer of statistical information. I even reported a bug to this forum when the stats increased to 1,000 hours, where the information was not displayed properly. I would like to present this topic again in connection with the statistical information. Currently, there is a problem where...
- Fri Mar 01, 2024 10:25 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 16688
Re: Friday Facts #400 - Chart search and Pins
I would like the ability to search for stations in the train UI. I'm talking about maintenance trains, there were about 20 in Bob and SE, but after doing half of pY, there are already 100 maintenance stations. It takes a lot of memorization and patience to find the desired station by sight.
- Fri Jan 26, 2024 12:47 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 25443
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I am not sure what the logic would be for Train stop priority. How will it change from the existing routing? Currently it goes to the first station it finds, but in 2.0 it will search the network until it finds the highest priority station, and if not, it will go to a lower priority station? In othe...
- Tue Jan 16, 2024 9:00 pm
- Forum: Fixed for 2.0
- Topic: [1.1.87] Freeze at specific time
- Replies: 12
- Views: 43457
Re: [1.1.87] Freeze at specific time
As I wrote above, with ingenuity, it is possible to play beyond the limits of the current version.
The difficulty will increase if numerous mods are used. I have successfully pushed the limits with bob, but may not do it with SE.
The difficulty will increase if numerous mods are used. I have successfully pushed the limits with bob, but may not do it with SE.
- Sat Jan 13, 2024 12:30 am
- Forum: Implemented in 2.0
- Topic: show different appearance to blacklist/whitelist icons in alt mode
- Replies: 21
- Views: 6007
Re: show different appearance to blacklist/whitelist icons in alt mode
That's a nice look.
I wonder why dev set the number of filters to 5. 4 would make it easier to display icons.
I wonder why dev set the number of filters to 5. 4 would make it easier to display icons.
- Sat Dec 09, 2023 9:44 pm
- Forum: Fixed for 2.0
- Topic: [1.1.87] Freeze at specific time
- Replies: 12
- Views: 43457
Re: [1.1.87] Freeze at specific time
I am one of those who tried to overcome this issue.
My save continues to operate mostly normally in a post-overflow world, although there are still radar issues.
viewtopic.php?f=7&t=104329
My save continues to operate mostly normally in a post-overflow world, although there are still radar issues.
viewtopic.php?f=7&t=104329
- Fri Dec 08, 2023 12:46 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 33736
Re: Friday Facts #388 - Smaller things for 2.0
>Billions of years' worth of Factorio
I have been waiting for this for a long time!
By the way, can 1.1 saves be migrated to 2.0?
I have been waiting for this for a long time!
By the way, can 1.1 saves be migrated to 2.0?
- Fri Nov 03, 2023 9:12 am
- 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: 22429
Re: 501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods
20k + 7k hours passed. Since I did not initially expect to continue for such a long period of time, unexpected resource patch exhaustion issues arise . So I've raised the level of mining efficiency somewhat. Anyone else have it up to five digits, and it only shows up to four. Perhaps after 2.0 relea...
- Fri Oct 13, 2023 7:56 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 329335
Re: pY Alien Life - Discussion
Hi, got stuck on a bit of an issue.. I just got to using the (super cool) dig-o-saurus to collect nexelit and found I am unable to feed meat/guts into the dig site in any automatic way. Neither inserters, nor ctrl+click, nor Z over the building, nor opening the building and shift/ctrl+cliking it fr...
- Fri Oct 13, 2023 3:57 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 329335
Re: pY Alien Life - Discussion
Hi, got stuck on a bit of an issue.. I just got to using the (super cool) dig-o-saurus to collect nexelit and found I am unable to feed meat/guts into the dig site in any automatic way. Neither inserters, nor ctrl+click, nor Z over the building, nor opening the building and shift/ctrl+cliking it fr...
- Thu Oct 05, 2023 10:36 pm
- Forum: Technical Help
- Topic: [1.1.80] Radar visibility don't work
- Replies: 6
- Views: 1663
Re: [1.1.80] Radar visibility don't work
Later, when several older radars were removed and one new radar was installed, this visibility problem returned. When the most recently installed radar was removed, the problem was resolved. A week ago, one new radar was added in addition and there was no problem caused by that. I am not sure what t...
- Wed Sep 27, 2023 8:42 am
- Forum: Technical Help
- Topic: [1.1.80] Radar visibility don't work
- Replies: 6
- Views: 1663
Re: [1.1.80] Radar visibility don't work
I'm currently 6.3k hours into my second lap, and I found radar visibility was enabled (and working properly) without being noticed. I was preparing to temporarily remove all radars in order to do some verification work. In doing so, two radars were removed. Also, the 6.3k hours may be the time past ...
- Thu Sep 21, 2023 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Incorrect Achievement playtime warning
- Replies: 7
- Views: 4918
Re: [1.1.87] Incorrect Achievement playtime warning
I have found a new victim of the problem caused by the new game.tick limit.
- Tue Sep 19, 2023 6:14 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 329335
Re: pY Alien Life - Discussion
Bug report.
Crawdad does not have some images in certain orientations. Crawdad blinks when it runs in certain orientations.
Crawdad does not have some images in certain orientations. Crawdad blinks when it runs in certain orientations.
- Fri Sep 15, 2023 7:51 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 77257
Re: Friday Facts #376 - Research and Technology
I love end-game. As I wrote in one comment to the previous FFF, the 20,000 hour limit is too short, so please increase the number of digits more. Make it at least longer than the human lifespan. By the way, the problem with the current vanilla end-game is that the resource depletion is fast, even i...
- Fri Sep 15, 2023 12:30 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 367
- Views: 77257
Re: Friday Facts #376 - Research and Technology
I love end-game. As I wrote in one comment to the previous FFF, the 20,000 hour limit is too short, so please increase the number of digits more. Make it at least longer than the human lifespan. By the way, the problem with the current vanilla end-game is that the resource depletion is fast, even if...
- Fri Sep 08, 2023 12:54 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 819
- Views: 180192
Re: Friday Facts #375 - Quality
I'm half-excited and half-anxious about the new feature. It seems to me that UPS costs would go up with more types of items, but I am sure the developers have thought about that properly. And this is a challenging feature that will increase play time. Please raise the current game.tick constraint, 2...
- Thu Jun 15, 2023 12:36 pm
- Forum: Technical Help
- Topic: [1.1.80] Radar visibility don't work
- Replies: 6
- Views: 1663
Re: [1.1.80] Radar visibility don't work
The clear_chart command enables visibility, but after about 90 minutes ( = 324k ticks ) visibility is disabled and no radar scans are performed. Loading this save leads to problems after several chunks of scanning. https://drive.google.com/file/d/1jZFUnTvMXmSJkqEOqQDWqbG6SZs_tJkl/view?usp=sharing At...