Search found 1119 matches

by NotRexButCaesar
Fri Feb 23, 2024 7:04 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 30018

Re: Friday Facts #399 - Trash to Treasure

Quality is something that feasibly can be turned off. One screenshot here lists scrap recycling under "quality". So it doesn't look like it can be turned off :/ Even if quality could not be turned off, quality items are not produced unless you put quality modules in your machines. If you ...
by NotRexButCaesar
Thu Jan 18, 2024 4:51 pm
Forum: Releases
Topic: Version 1.1.102
Replies: 2
Views: 4502

Re: Version 1.1.102

FactorioBot wrote: ↑
Thu Jan 18, 2024 12:56 pm
Debug
  • Added show_generated_chunks debug option which shows uncharted yet generated chunks on the map.
All the better for "cheating" to see what has been generated without using /editor and savescumming.
by NotRexButCaesar
Sat Jan 13, 2024 4:09 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 226
Views: 42553

Re: Friday Facts #393 - Putting things on top of other things

Pretty sure during the Quality discussion, most people came to the conclusion that items with different Qualities don't stack. That Quality FFF (https://factorio.com/blog/post/fff-375) show its possible to use splitters with only quality as a filter condition. If different Qualities items don't mix...
by NotRexButCaesar
Fri Jan 12, 2024 4:20 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 226
Views: 42553

Re: Friday Facts #393 - Putting things on top of other things

Is it just me or does the second to last animation have two states? It seems to move some time and stay still some time. Someone else mentioned that lag would make the animation worse, but I do not think so: as the game lags, the belt speed would also decrease, whereas these belts move at full speed...
by NotRexButCaesar
Fri Jan 05, 2024 9:52 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22510

Re: Friday Facts #392 - Parametrised blueprints

Instead of a fixed number of signals from 0-9 I would recommend a tag/name based system. I agree that names would be better, but if you look at what happens when changing the parameters, you see that originally the variable signals are in the blueprint, and later they are changed to your selection:...
by NotRexButCaesar
Fri Jan 05, 2024 9:30 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 22510

Re: Friday Facts #392 - Parametrised blueprints

If Factorio is like programming, you just added Vim, when before we only had notepad.

(To be clear, I like Vim.)
by NotRexButCaesar
Sat Nov 25, 2023 12:42 am
Forum: News
Topic: Friday Facts #386 - Vulcanus
Replies: 121
Views: 22829

Re: Friday Facts #386 - Vulcanus

Syriusz wrote: ↑
Fri Nov 24, 2023 9:07 pm
as far as I know only desert has different resource rules? and other biomes just differ in how much vegetation they have
I was not aware of any differences in resource generation for deserts. What is the difference?
by NotRexButCaesar
Tue Oct 17, 2023 9:43 pm
Forum: Balancing
Topic: Inserters pick up LOTS faster on a curved belt
Replies: 10
Views: 4861

Re: Inserters pick up LOTS faster on a curved belt

This will have changed now that Boskid switched the inserter pickup behavior for curved belts. https://forums.factorio.com/109241 Fixed inserter could take items from wrong side of a belt when the belt shape was changed. https://forums.factorio.com/108046 My fix here was to ignore the transport belt...
by NotRexButCaesar
Tue Oct 17, 2023 9:22 pm
Forum: Not a bug
Topic: [1.1.90] naming a station "[img=item.]" causes game to freeze in train menus
Replies: 3
Views: 641

Re: [1.1.90] naming a station "[img=item.]" causes game to freeze in train menus

Rseding91 wrote: ↑
Mon Sep 18, 2023 8:17 pm
Thanks for the report however I can't reproduce any crash or freeze doing the steps you provide.

Can you provide a save file that's in the broken state?
Load this save, then open the map view. I also attached my configuration and log, in case those are important.
by NotRexButCaesar
Fri Oct 13, 2023 2:44 pm
Forum: Implemented in 2.0
Topic: Save spidertrons in blueprint.
Replies: 11
Views: 5268

Re: Save spidertrons in blueprint.

This has been confirmed as implemented in 2.0
by NotRexButCaesar
Fri Oct 13, 2023 2:43 pm
Forum: Implemented in 2.0
Topic: Spidertron blueprint support
Replies: 2
Views: 766

Re: Spidertron blueprint support

This has been confirmed as implemented in 2.0
by NotRexButCaesar
Sat Oct 07, 2023 9:47 am
Forum: Technical Help
Topic: Multiplayer headless server not running, Hosting multiplayer game failed: Error when opening permission denied
Replies: 3
Views: 403

Re: Multiplayer headless server not running, Hosting multiplayer game failed: Error when opening permission denied

Did you try simply changing the file permissions for "C:\Users\tobia\FACTORIO\Factorio"? I would guess that because you created a new folder in your user folder, the default permission does not allow random applications to read or write. You could try moving the folder to your desktop or s...
by NotRexButCaesar
Thu Sep 14, 2023 4:06 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119093

Re: Friday Facts #375 - Quality

At first I thought this was going to be a bad idea, but now that I have thought about it more, I think it will probably be fine. I was originally worried that having so many different kinds of items would cause me some frustration at not being able to make things uniform, but I think it will probabl...
by NotRexButCaesar
Sat Sep 09, 2023 6:53 am
Forum: 1 / 0 magic
Topic: [1.1.89] Desync without mods, pure vanilla
Replies: 3
Views: 733

Re: [1.1.89] Desync without mods, pure vanilla

If you are the only one desyncing, it is most likely a problem with your RAM. I suggest testing your memory.
I think this post belongs in technical help.
by NotRexButCaesar
Sat Sep 09, 2023 6:49 am
Forum: Not a bug
Topic: [1.1.90] naming a station "[img=item.]" causes game to freeze in train menus
Replies: 3
Views: 641

[1.1.90] naming a station "[img=item.]" causes game to freeze in train menus

To reproduce, create a new vanilla save, place a train stop anywhere (no trains or other entities are required), and rename the stop to [img=item.] Opening the train menu, opening the stop, or opening any train will all cause the game to freeze and become unresponsive. This also happens when opening...
by NotRexButCaesar
Fri Aug 25, 2023 8:02 pm
Forum: Gameplay Help
Topic: Disable "place in grid" in tooltips
Replies: 1
Views: 432

Re: Disable "place in grid" in tooltips

Also, let us select UI scales as we see fit. Limiting to 75% doesn't help much, if I want to set it to 1% that please let that be my problem You can change the UI scale outside the limit by editing config.ini with a text editor. Find "custom-ui-scale" under the "interface" headi...
by NotRexButCaesar
Sat Jun 24, 2023 9:03 pm
Forum: Ideas and Suggestions
Topic: perspective steering
Replies: 8
Views: 1380

Re: perspective steering

tragedy wrote: ↑
Tue Jun 20, 2023 1:28 pm
there's a mod for that
Well, I think it is not exactly the same as the suggestion, because you still press the forward button to move. I just mean that if steering was aligned to the movement direction button that mod would be obsolete.
by NotRexButCaesar
Tue Jun 20, 2023 5:43 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.84] Crash on pressing ESC (SoundMixerManager::updateVolume)
Replies: 4
Views: 1200

Re: [boskid][1.1.84] Crash on pressing ESC (SoundMixerManager::updateVolume)

lolo54000 wrote: ↑
Fri Jun 16, 2023 11:28 am
I send to you the new log (with --disable-audio option)perhaps another error?
Generally it is preferred to create a new bug report rather than reply to an old one.
by NotRexButCaesar
Tue Jun 20, 2023 5:39 am
Forum: Ideas and Suggestions
Topic: perspective steering
Replies: 8
Views: 1380

Re: perspective steering

This behaviour would replace VehicleSnap.

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