Search found 19 matches
- 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 ...
- Thu Sep 04, 2025 2:31 am
- 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
- Sun Aug 24, 2025 3:29 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 125
- Views: 183208
Re: Digital Display, Yay!
sure there is, combinators are turing-complete after allJ-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?
just have it display a dummy signal which you set however you want
- 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 ...
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 ...
- 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
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
are 3 combinators as compact as you can go?
0eNrN3H9q40YUB/CriIHCFia7mh+SRob+UcpCF0q7LLuUEoyR7VlH1JZUSc4mBB+gB+nFepK+kZNY2ZhKir3oS8AZy6P33ozs+Uhg+Y7N11tblGlWs8kdSxd5VrHJ5R2r0lWWrN22LNlYNmHLtCrWye1FkWR2zXacpdnS3rCJ2E05s1md1qnd79o8uZ1l283cltSBHw ...
- 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 ...
tree_wiggle.gif
jellynut_wiggle.gif
yumako_wiggle.gif
not sure this is ...
- 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
- 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
2.0.9. windows 7
- 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
2: place them in a pond
3: pick them back up - they are no longer legendary
- 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 ...
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 ...
- 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
- 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
- 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)
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)
- 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
or should i uninstall renai
- 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 ...
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 ...