Search found 15 matches

by splee
Sat Feb 08, 2025 6:26 am
Forum: Minor issues
Topic: [2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview
Replies: 2
Views: 243

Re: [2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview

Yeah certainly a small thing.

Similarly I have also noticed that boilers / biochambers / rail ramps can be placed on the rocket rush shop "platform" while asteroid collectors can't, with failure messages suggesting we're in an atmosphere and not space. Also not a big deal, quite possibly not even ...
by splee
Fri Feb 07, 2025 3:23 am
Forum: Minor issues
Topic: [2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview
Replies: 2
Views: 243

[2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview

This is on 2.0.32 with Space Age and prerequisite mods but no others. The preview image for the Rocket Rush scenario shows RCUs on a belt just below the silo, but RCUs aren't a thing any more, won't help you go to space.
space-age-rocket-rush.jpg
space-age-rocket-rush.jpg (1.31 MiB) Viewed 243 times
by splee
Fri Nov 29, 2024 3:09 am
Forum: Ideas and Suggestions
Topic: [2.0.8 / space age] Send full cargo pods from space platform
Replies: 32
Views: 25665

Re: [2.0.8 / space age] Send full cargo pods from space platform


if someone hasn't figured yet how to set up full cargo drops, this helped me

This is mostly the same solution as SYCLOPS and also still struggles if platform production exceeds the landing pad request. If there's more than 50 left the platform never clicks into the non-sending state.

I ended up ...
by splee
Fri Nov 01, 2024 3:40 am
Forum: Ideas and Suggestions
Topic: [2.0.8 / space age] Send full cargo pods from space platform
Replies: 32
Views: 25665

Re: [2.0.8 / space age] Send full cargo pods from space platform


There is probably a more elegant solution with setting requests on the planet with circuit network and having the platform wait till a certain number is reached.


Yeah I was thinking about doing a similar thing with interrupts, but this is cleaner. It's a good start even if not perfect setup ...
by splee
Wed Oct 30, 2024 10:10 am
Forum: Ideas and Suggestions
Topic: [2.0.8 / space age] Send full cargo pods from space platform
Replies: 32
Views: 25665

Re: [2.0.8 / space age] Send full cargo pods from space platform


Due to me expanding my cargo area early into the game


This is still just a workaround.

If someone isn't in the habit of building vastly more cargo space than they need, or arranges to not need so much, or first encounters this problem early on a different planet with no easy way to get more ...
by splee
Sun Oct 27, 2024 8:29 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.41] Redundant power pole placed while building
Replies: 11
Views: 5321

Re: [kovarex] [1.1.41] Redundant power pole placed while building

Speedrun tech is cool and important and though I both speedrun and enjoy watching speedruns, I must reluctantly admit that a dev fixing a weird small bug is better for the game overall even if it's worse for speedrunning. If it were fixing eg a cutscene skip that forced us into a timed on-rails set ...
by splee
Fri Oct 25, 2024 10:27 am
Forum: Ideas and Suggestions
Topic: [2.0.8 / space age] Send full cargo pods from space platform
Replies: 32
Views: 25665

Re: [2.0.8 / space age] Send full cargo pods from space platform

I know that cargo pods are free. But it still feels weird.

Yeah this is where I am too.

I understand that there are a variety of times when you'd want to push maximum logistic supply ASAP (ie new planet, also apparently platforms are also trains with schedules & interrupts doing deliveries ...
by splee
Fri Oct 25, 2024 8:17 am
Forum: Gameplay Help
Topic: Recipe selection with quality
Replies: 11
Views: 2526

Re: Recipe selection with quality

Sure, but that reads like a prior decision to play a game in a particular way, made when you'd barely started the journey.

What might it look like if the game tried to suggest that Quality be taken seriously even on the first playthrough?

If the assembler has no quality module in it, don't ...
by splee
Thu Oct 24, 2024 11:55 am
Forum: Gameplay Help
Topic: Recipe selection with quality
Replies: 11
Views: 2526

Re: Recipe selection with quality

But this feels so odd, compared to the rest of the game.

This was also my impression, but my conclusion was that the game really really wanted me to notice that Quality was now a thing. I found adjusting muscle memory here acceptable, not as bad as putting a map on the key that used to switch ...
by splee
Sun Aug 11, 2024 1:01 pm
Forum: Modding interface requests
Topic: let mods invoke custom selection tools from themselves or other mods
Replies: 3
Views: 659

Re: let mods invoke custom selection tools from themselves or other mods

To add an additional use case for the LuaPlayer to complete custom cursor selections through the API, I am working on a tool assisted speedrun of Krastorio 2. TAS are implemented through the mod interface. Being able to complete a selection in the described manner with the Krastorio 2 creep ...
by splee
Fri May 05, 2023 12:11 pm
Forum: Duplicates
Topic: [1.1.81] Belts under inserters pulse weird item counts
Replies: 2
Views: 807

Re: [1.1.81] Belts under inserters pulse weird item counts

Fair enough, the player workaround is still just "use the good setup and not the weird ones" and that works out fine.
by splee
Fri May 05, 2023 11:33 am
Forum: Duplicates
Topic: [1.1.81] Belts under inserters pulse weird item counts
Replies: 2
Views: 807

[1.1.81] Belts under inserters pulse weird item counts

Having an inserter grab from the same tile of belt that's pulsing a contents value to the circuit network is outputting the whole belt contents when only one new item flows in.

The "good" setup is:

have items flowing down a belt and put into a chest by an inserter (capacity 1)
wire the 2nd to ...
by splee
Sun Feb 06, 2022 12:43 am
Forum: Mods
Topic: [0.17+] Spaceblock
Replies: 5
Views: 9120

Re: [0.17+] Spaceblock

Just finished a run of Spaceblock 0.3.9 with 1.1.53 base Factorio version, enjoyed it a lot. No major issues of any kind, a couple of slightly rough edges I thought I'd note.

1/ First off, pumpjack, burner & electric miners all still exist

These can't ever be used, are kind of just traps. Maybe ...
by splee
Sun May 10, 2020 2:40 am
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 76421

Re: [MOD 0.16.x] Factorio Extended Plus

So Factorio Extended Plus is cool, I like the way it adds to the gameplay but not to the learning curve, and makes the Upgrade Planner really worthwhile. I ended up with some balance / pacing notes after a couple of playthroughs though.

Gun Turrets 2 is a really strong tech .

Like, way strong ...
by splee
Thu Apr 23, 2020 11:31 am
Forum: Mods
Topic: [MOD 0.15.x] Necromant
Replies: 35
Views: 20757

Re: [MOD 0.15.x] Necromant

So this is quite a long thing, I've gone a bit deeper into the why than just the what . Necromant is cool though could perhaps be tuned a little more for pacing. Also some reflections on the endgame stockpiling issues discussed elsewhere already.

DNA processes

So the different ways to get DNA ...

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