Search found 22 matches

by deemer
Sat Oct 19, 2019 3:14 am
Forum: Modding help
Topic: Trains at abutting stations can't couple
Replies: 1
Views: 87

Trains at abutting stations can't couple

Hello, I'm trying to use Automatic Coupler Mod, and I'm oh so close to the behavior I need. I'm willing to tweak the mod to make it work like I want, if I could get a pointer what to change. regular.png I have trains arranged at abutting stations as shown, and I'd like to couple them (automatically,...
by deemer
Sat Mar 16, 2019 3:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Research Queue setting for new maps is inconsistent
Replies: 1
Views: 1262

Re: [0.17.9] Research Queue setting for new maps is inconsistent

Thanks, I can confirm it is fixed in 0.17.14!

Since you fixed such an unimportant bug, you are ready to declare 0.17 stable, no? :D
by deemer
Sun Mar 10, 2019 8:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Research Queue setting for new maps is inconsistent
Replies: 1
Views: 1262

[0.17.9] Research Queue setting for new maps is inconsistent

Many options in the new map settings are saved when you click play, but the research queue setting seems to follow some other rule. Reproducable: 100% Reproduction instructions: Click "New Game", select "Advanced", change "Research queue availability" setting Click Play Quit Game Click "New Game", s...
by deemer
Fri Jan 18, 2019 3:51 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 18584

Re: Friday Facts #278 - The new quickbar

I love the new quickbar changes, but... There is one thing I use the quickbar for that I fear may be lost with the new design. In the late game I often setup a player station near my main base that makes all the building supplies. Next to the player station are requester chests that gather the items...
by deemer
Tue Jan 23, 2018 4:12 am
Forum: Duplicates
Topic: [0.16.17] Game won't start, not creating new log file
Replies: 4
Views: 337

Re: [0.16.17] Game won't start, not creating new log file

I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.) ... Downloaded 0.16.16 to resume playing, check with ldd, and there's no mention of libssl or libcrypto. Looks like they are new dependencies. I have versions 1.1.0g and 1.0.2m installed, but 1.0.0 is too old for my dis...
by deemer
Tue Jan 23, 2018 3:48 am
Forum: Duplicates
Topic: [0.16.17] Game won't start, not creating new log file
Replies: 4
Views: 337

Re: [0.16.17] Game won't start, not creating new log file

I'm missing a library dependency after I upgraded to 0.16.17. (0.16.16 worked.) (And I was looking forward to attacking spawners with my mining axe :-) ) [dave@laptop factorio-0.16]$ bin/x64/factorio bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object f...
by deemer
Sun Sep 24, 2017 6:21 pm
Forum: Technical Help
Topic: Problem with the Rocket Silo
Replies: 5
Views: 880

Re: Problem with the Rocket Silo

I had this happen today, with only a one mod active: Steinos' unlasting oil https://i.imgur.com/zeHYA4G.png The issue happens when my personal roboport bots place the silo. But If I pick it up and place it again myself, the roboport works normally Save Game (10 seconds before Rocket Silo completes c...
by deemer
Fri May 19, 2017 6:19 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 60516

Re: Friday Facts #191 - Gui improvements

Disadvantages I see: The granularity of 2 inventories is lost. Putting your entire inventory in a chest while keeping your toolbar inventory is no longer possible This is something I do a lot in the mid- to late-game. Essentially, I automate one way or another (usually w/ requester chests) to have ...
by deemer
Sat Oct 15, 2016 12:32 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 53703

Re: Friday Facts #160 - Playtesting

Merging items with different health. - We didn't do the item merging, as we didn't want the player lose his precious items as two 49% items would merge into one, which would prevent the player from repairing both for just a few repair. In reality, I feel that the annoyance of having 8 different sta...
by deemer
Sat Sep 17, 2016 6:59 pm
Forum: Modding help
Topic: Question: how to go about making a rescheduling train stop
Replies: 0
Views: 175

Question: how to go about making a rescheduling train stop

I want to make a modded train stop that resets the schedule of a train. When a train stops at it, it sets the train to manual mode. It would need some sort of inventory slot that would take a modded item, a station tag, that names the destination station(s). When a station tag is inserted, it is add...
by deemer
Sat Sep 17, 2016 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 7215

Re: [13.13] [kovarex] Train Signal on BP Error REOPENED

Tested on 0.14.7. Fixed for me. Thanks, kovarex!
by deemer
Tue Sep 13, 2016 10:51 pm
Forum: Ideas and Requests For Mods
Topic: Truly underground belts and pipes
Replies: 2
Views: 791

Truly underground belts and pipes

It is annoying to me that "underground" pipes and belts need to come up to the surface every 12 or 6 tiles, respectively. I would like to see a mod that adds an "underground pipe connector" and an "underground belt connector". They should perhaps be slightly more expensive than their vanilla counter...
by deemer
Wed Aug 31, 2016 12:29 pm
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 7215

Re: [0.13.13] [kovarex] Train Signal on BP Error

Loewchen wrote: Is this still the case if you make a new BP from the repaired (not blinking) junction?
Yes.

Save uploaded to dropbox: https://www.dropbox.com/s/23godd5475dnb ... t.zip?dl=0
by deemer
Wed Aug 31, 2016 1:12 am
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 7215

Re: [0.13.13] [kovarex] Train Signal on BP Error

I was hopeful this was fixed in 0.14.2, so I tested it, but my 4-way intersection blueprint still has blinking chain signals that need to be picked up and replaced. Blueprint string: BlinkingSignal.bp.txt Pic: BlinkingSignal.png I note that the only signals that blink in my blueprint are the ones th...
by deemer
Sat May 14, 2016 8:46 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Quick-setup resizable mining outpost
Replies: 11
Views: 8608

Quick-setup resizable mining outpost

I want to expand my base and exploit all the resources, but setting up mining outposts is a pain. Here is my set of blueprints that makes it easy again: Complete.jpg ExplodedView.jpg Combinator.jpg H4sIAAAAAAAA/62bUWujUBCF/0ros5aMMbGh5LcUm7iLkGpRC7sE//vWprAliTfj+XzpQ+hh5pw7c+eeqx7qxbHe58fFy+5UVF3ZlU...
by deemer
Sat Apr 09, 2016 1:32 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 38405

Re: Friday Facts #133 - The train struggle

I don't think the train needs the same number of load/unload stations vertically as horizontally. The worst that means is you need two blueprints for load/unload stations. It would be nice to introduce just a little bit of stretching so that the trains have a regular pattern of inserter positions. I...
by deemer
Fri Mar 11, 2016 6:15 pm
Forum: News
Topic: Friday Facts #129 - The late game
Replies: 273
Views: 71844

Re: Friday Facts #129 - The late game

hipscumbag wrote: As an alternative fix for [not-smooth research progression from green to blue tier], I wonder if Advanced Oil Processing might not belong to green tier? I always find myself beelining it so that I don't waste petroleum gas, which is always in short supply once I hit blue beakers. H...
by deemer
Thu Mar 10, 2016 9:13 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 107684

Re: Friday Facts #128 - Back down to earth

TL;DR: Loader no, belts with crates, yes. IMO, there are two problems that something like the loader needs to solve. #1, it needs to be better than blue belts/fast inserters, but not so awesome as to preclude the use of bots. #2, it needs to be more CPU-efficient than belts, as all the CPU time spen...
by deemer
Thu Feb 18, 2016 3:56 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 61973

Re: Friday Facts #125 - Achievements

So many great ideas about fire. Here's my ideas: 1) A forest fire should not destroy rails or walls, but it may damage them a bit. That gives the player a way to protect most of their base from accidents. 2) As someone else mentioned, fire spread should be biased in the direction of wind. 3) I think...
by deemer
Mon Feb 08, 2016 2:05 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 81549

Re: Friday Facts #124 - Steam Status I

The bonus screen reminds me of a feature ask:

I want to see the max follower count without lunching a follower. The bonus screen looks like the right place to put it.

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