Search found 949 matches

by NotRexButCaesar
Thu Jun 10, 2021 4:42 am
Forum: Technical Help
Topic: Mods not loading!
Replies: 4
Views: 352

Re: Mods not loading!

This looks like a mistake by the mod author. Disabling the Factorio hd logistics mod should let the other ones load. Try reporting the error to the mod author on the portal.
by NotRexButCaesar
Wed Jun 09, 2021 2:45 am
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 665

Re: Why don't forests regenerate over time.

What would you use trees for? The only thing that makes sense would be wooden chests, which you shouldn’t need unless you are striving for extreme ups and the natural trees should yield enough wood for. Wooden chests increase UPS? Compared to what? Apparently this is no longer the case (inserters n...
by NotRexButCaesar
Tue Jun 08, 2021 3:37 am
Forum: General discussion
Topic: Why don't forests regenerate over time.
Replies: 11
Views: 665

Re: Why don't forests regenerate over time.

What would you use trees for? The only thing that makes sense would be wooden chests, which you shouldn’t need unless you are striving for extreme ups and the natural trees should yield enough wood for.
by NotRexButCaesar
Sun Jun 06, 2021 10:13 pm
Forum: Balancing
Topic: Beacons and Level 3 Modules Unfun
Replies: 18
Views: 524

Re: Beacons and Level 3 Modules Unfun

I personally find the space restriction to lead to some of the most interesting and fun to solve problems in the game, especially when working with direct insertion.
by NotRexButCaesar
Thu Jun 03, 2021 6:52 pm
Forum: Ideas and Suggestions
Topic: Configurable Decoration Removal
Replies: 8
Views: 314

Re: Configurable Decoration Removal

AWildTyphlosion wrote:
Thu Jun 03, 2021 12:17 pm
NotRexButCaesar wrote:
Wed Jun 02, 2021 10:23 pm
prevent steam from saving them.
Literally disabling achievements for steam users.
You still get the achievement in the game, steam just won’t display that you did.
by NotRexButCaesar
Wed Jun 02, 2021 10:23 pm
Forum: Ideas and Suggestions
Topic: Configurable Decoration Removal
Replies: 8
Views: 314

Re: Configurable Decoration Removal

AWildTyphlosion wrote:
Wed Jun 02, 2021 9:27 pm
Won't this disable achievements?
Commands completely disable achievements.

Mods don’t disable achievements, but they switch to a separate modded achievement list and prevent steam from saving them.
by NotRexButCaesar
Tue Jun 01, 2021 5:09 pm
Forum: Ideas and Suggestions
Topic: Configurable Decoration Removal
Replies: 8
Views: 314

Re: Configurable Decoration Removal

I’m not sure, what you mean, notrexbutcaesar. That’s of course the minimal precondition and as far as I can see, the mods does that. It’s simple and should work out of the box. The original post made me think that it would be a setting that adjusts the percentage of decoratives removed. It couldn’t...
by NotRexButCaesar
Tue Jun 01, 2021 12:37 am
Forum: Not a bug
Topic: [1.1.34] No robots assigned to clear the trees, new construction robots keep hovering
Replies: 4
Views: 237

Re: [1.1.34] No robots assigned to clear the trees, new construction robots keep hovering

An infinite loop is not a bug? It is not. I would suggest a robot will not recharge at the same roboport untill the job is executed. Alternative option would be a robot will plan it's route when it's recharging at a roboport it has recharged before. Or at least it's next recharging point. Please ma...
by NotRexButCaesar
Tue Jun 01, 2021 12:32 am
Forum: Ideas and Suggestions
Topic: Configurable Decoration Removal
Replies: 8
Views: 314

Re: Configurable Decoration Removal

I don’t think that this will be implemented: to avoid desynchronization, it would have to be to the same across all players for a server.
by NotRexButCaesar
Sun May 30, 2021 9:33 pm
Forum: Ideas and Suggestions
Topic: Map Laser Turret Color Red
Replies: 6
Views: 244

Re: Map Laser Turret Color Red

I don’t think it is a real problem. There are plenty of mods that change map colors and it is easy to verify whether or not a laser is an enemy by waiting a second or two to see whether or not it moves/causes an alarm.
by NotRexButCaesar
Fri May 28, 2021 5:22 pm
Forum: General discussion
Topic: Upgrading the old game assets in 0.6.4
Replies: 13
Views: 791

Re: Upgrading the old game assets in 0.6.4

When you finish this, will you be making it public?
by NotRexButCaesar
Wed May 26, 2021 2:09 am
Forum: Bug Reports
Topic: [1.1.33] Close preview button icon is too large
Replies: 1
Views: 189

Re: [1.1.X] Close preview button icon is too large

Did you read the pinned messages?

It probably doesn't matter here, but they specifically say not so write [1.1.X]
by NotRexButCaesar
Mon May 17, 2021 3:14 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 158
Views: 99432

Re: GreyGoo Mk I: A self-expanding factory

I took the v3 from OP, added LTN, then cycled through the Factorio versions until 0.18 - hit a small snag here as there is no LTN version for 0.18 (that I could find), so I exported the BPs from 0.17 - updated the map through 0.18 then into 1.0. Then re-imported the BPs in 1.0 with LTN active again...
by NotRexButCaesar
Fri May 14, 2021 2:46 pm
Forum: Ideas and Suggestions
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 13
Views: 707

Re: Add simple train stop priorities on top of 1.1 train limit system.

I have seen the issue of trains being stuck in delivery stops due to not enough supply when I miscalculated, but I don't think the proper solution is source priorities, but to either fix the issue of not enough supply, or at least supply something like a stacker the trains can go to. The major issu...
by NotRexButCaesar
Thu May 13, 2021 7:36 pm
Forum: Ideas and Suggestions
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 13
Views: 707

Re: Add simple train stop priorities on top of 1.1 train limit system.

If a bunch of trains are flashing "destination full" and a station raises its train limit such that they can now path to it, the first available train that the game looks at during that tick will get the reservation, and distance to the station is not considered. I believe it is the close...
by NotRexButCaesar
Thu May 13, 2021 4:47 am
Forum: Not a bug
Topic: [1.1.33] Trains don't route through train stations
Replies: 3
Views: 179

Re: [1.1.33] Trains don't route through train stations

https://wiki.factorio.com/Railway/Train_path_finding cost (distance) is calculated using the following weighting rules: Base cost for a block/segment is the length of the segment (linear grid length along the center of the rail). When the rail block is occupied by a train -> Add a penalty of 2 * len...
by NotRexButCaesar
Tue May 11, 2021 8:22 pm
Forum: Gameplay Help
Topic: Red train signal set by circuit only has 1000 penalty?
Replies: 10
Views: 562

Re: Red train signal set by circuit only has 1000 penalty?

jape3 wrote:
Tue May 11, 2021 8:08 pm
Was wondering why trains were avoiding an intersection where I built a circuit-network optimized traffic lights.. no wonder if there is a penalty like this :)
They don't like to be told what to do. :lol:
by NotRexButCaesar
Mon May 10, 2021 2:02 am
Forum: Not a bug
Topic: [1.1.33] Erroneous "cannot reach" Error When In Train.
Replies: 1
Views: 156

[1.1.33] Erroneous "cannot reach" Error When In Train.

This has been the case for a while, but I saw no reports about it. It has recently been really annoying to me, so I decided to report it. Mining trees results in a cannot reach error while inside a train, even if the tree is clearly within the normal reach distance. https://forums.factorio.com/downl...
by NotRexButCaesar
Sun May 09, 2021 3:19 pm
Forum: Gameplay Help
Topic: How do I not overfill a box? Or a railway cart, for that matter
Replies: 7
Views: 378

Re: How do I not overfill a box? Or a railway cart, for that matter

You can filter the wagon slots by middle clicking on them.

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