Search found 19 matches

by ctalkep_
Thu Sep 04, 2025 6:01 pm
Forum: Bug Reports
Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
Replies: 5
Views: 357

Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should


[...] Several bugs related to rocket launches were fixed, although rocket requests are still given priority over schedule.

aha, so this is what's causing it, a hidden "AND no rockets currently underway" on the schedule
if you try manually sending the platform to another planet it will leave ...
by ctalkep_
Sun Aug 24, 2025 3:29 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 125
Views: 183208

Re: Digital Display, Yay!

J-H wrote: Mon Apr 21, 2025 3:00 am Is there a way to change what is being displayed/counted aside from at the original paste-in?
sure there is, combinators are turing-complete after all
just have it display a dummy signal which you set however you want
multidisplay.gif
multidisplay.gif (184.1 KiB) Viewed 160 times
by ctalkep_
Tue Jul 01, 2025 10:24 pm
Forum: Technical Help
Topic: Determine the number of players on the server
Replies: 2
Views: 1453

Re: Determine the number of players on the server

posting in a 6 year old thread that was first on google
i tried parsing the log and subtracting the [leave]'s from [join]'s but that only works for so long - connecting halfway and then cancelling will only make a [join], adding a phantom player to the counter

think it would need a mod that logs ...
by ctalkep_
Fri Mar 14, 2025 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.39] Force build fails on belt intersection
Replies: 2
Views: 2433

Re: [2.0.39] Force build fails on belt intersection

the underground belts created by force build also don't display the "last user" tag
name_missing.gif
name_missing.gif (2.42 MiB) Viewed 2173 times
by ctalkep_
Tue Mar 04, 2025 6:55 pm
Forum: Assigned
Topic: [Lou][2.0.8] Inconsistent Behavior w/ Super Force Build
Replies: 1
Views: 764

Re: [Lou][2.0.8] Inconsistent Behavior w/ Super Force Build

<r>the red tiles need to be water when the pump is being built<br/>
unless you hold shift, then it lets you place the pump anyway<br/>
<br/>
to me it seems like shift-building has some logic behind it that should be used even if you don't shift
<ATTACHMENT filename="pump_build.gif" index="1"><s ...
by ctalkep_
Mon Feb 10, 2025 5:13 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 17795

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time


they always exist once uncovered until killed. That was part of their design doc so I can't simply just make them not do that

biters also always exist, but they seem to stop processing when there's no nearby pollution/players/machines
surely you could also pause the worms if there's nothing ...
by ctalkep_
Mon Jan 13, 2025 12:38 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 125
Views: 183208

Re: Digital Display, Yay!

you can go even smaller if you're willing to sacrifice some resolution(and CPU cycles)
could probably use a log scale instead of the arbitrary thresholds but that would take some thinking
combinatorless.gif

0eNrNnV1O3FYYhrcS+dpE+NjH9qD2uhdVV4AQGoLbWJq/eAwpQiygC+nGupLaA0oKBQlkk+dJLjLMeHyemYj32N/P ...
by ctalkep_
Mon Nov 18, 2024 2:43 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 125
Views: 183208

Re: Digital Display, Yay!

anyone use the 2.0 displaypanels much?
are 3 combinators as compact as you can go?

0eNrN3H9q40YUB/CriIHCFia7mh+SRob+UcpCF0q7LLuUEoyR7VlH1JZUSc4mBB+gB+nFepK+kZNY2ZhKir3oS8AZy6P33ozs+Uhg+Y7N11tblGlWs8kdSxd5VrHJ5R2r0lWWrN22LNlYNmHLtCrWye1FkWR2zXacpdnS3rCJ2E05s1md1qnd79o8uZ1l283cltSBHw ...
by ctalkep_
Mon Nov 04, 2024 11:09 pm
Forum: Not a bug
Topic: [2.0.14] Trees planted by agricultural tower rapidly flipping between two frames
Replies: 4
Views: 903

Re: [2.0.14] Trees planted by agricultural tower rapidly flipping between two frames

the OP deleted his video, but to me it looked very much like what i'm seeing, which is that every growing plant does a little wiggle - not caused by the agricultural tower but by growing and resizing itself every frame
tree_wiggle.gif

jellynut_wiggle.gif

yumako_wiggle.gif
not sure this is ...
by ctalkep_
Sun Nov 03, 2024 9:43 pm
Forum: Not a bug
Topic: [2.0.14] inserter UI unintuitively "Waiting for source items"
Replies: 5
Views: 2266

Re: [2.0.14] inserter UI wrongly "Waiting for source items"

i encountered this too and was also very confused by it
by ctalkep_
Sun Nov 03, 2024 2:04 pm
Forum: Not a bug
Topic: [2.0.14] Trees planted by agricultural tower rapidly flipping between two frames
Replies: 4
Views: 903

Re: [2.0.14] Trees planted by agricultural tower rapidly flipping between two frames

happens to me too, i suspect it's using nearest-neighbor scaling to resize the thing every frame which makes it jitter
2.0.9. windows 7
by ctalkep_
Sun Nov 03, 2024 1:45 pm
Forum: Won't fix.
Topic: [2.0.9] fish placed in water lose their quality
Replies: 2
Views: 1756

[2.0.9] fish placed in water lose their quality

1: obtain 5 legendary fish
2: place them in a pond
3: pick them back up - they are no longer legendary
by ctalkep_
Fri Jun 21, 2024 4:43 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 146117

Re: Friday Facts #416 - Fluids 2.0

-1 from me
love the current pipes because they're sexy as fuck, just look at this, you can almost hear it gurgling by
https://files.catbox.moe/fcf4q4.gif
i see the flow animations no longer do their thing in the 2.0 previews and i bet the sound is gone aswell

i consider each pipe capable of doing ...
by ctalkep_
Thu Mar 14, 2024 9:01 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1808901

Re: Bugs & FAQ

the seed extractor from angel's bioprocessing needs clay bricks to craft but doesn't have the clay bricks set as prerequisite research
by ctalkep_
Sat Jan 06, 2024 7:53 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1931

Re: [1.1.100] game crash at certain map tick

turns out it was the zipline trolley, one of the players was riding the zipline while the game saved
by ctalkep_
Fri Jan 05, 2024 5:54 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1931

Re: [1.1.100] game crash at certain map tick

this is from a server with ~3 people and was probably caused by one of the other guys
a car traveling at high speeds and generating new chunks would explain the source of massive lag i felt on the slow server(until i saved the map and localhosted it)
by ctalkep_
Fri Jan 05, 2024 5:28 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1931

Re: [1.1.100] game crash at certain map tick

could you please spoonfeed me how to delete the car or teleport it somewhere sane?
or should i uninstall renai
by ctalkep_
Fri Jan 05, 2024 4:51 pm
Forum: Not a bug
Topic: [1.1.100] game crash at certain map tick
Replies: 6
Views: 1931

[1.1.100] game crash at certain map tick

steps to reproduce:
load save and wait ~30 seconds

i'm running a local server, but it crashes in singleplayer, too

the logs seem to have this part in common(minus the timestamps at the end, but the game tick is always the same)
client crashlogs:
Factorio crashed. Generating symbolized stacktrace ...

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