Search found 181 matches

by Reygan
Sun Oct 19, 2025 9:53 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1517

Re: Number Displays and Number Dashboards (Display Panels)

HeliGungir wrote: Sun Oct 19, 2025 9:30 am
Reygan wrote: Sun Oct 19, 2025 8:55 am By which criteria it is the best one?
It's the most feature-rich blueprint website
Also the most bug-rich and slow webside, with continious "site not avalilable" problem...
HeliGungir wrote: Sun Oct 19, 2025 9:30 am
and its developer is actively fixing issues.
Very very hope so
by Reygan
Sun Oct 19, 2025 8:55 am
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1517

Re: Number Displays and Number Dashboards (Display Panels)

HeliGungir wrote: Sun Oct 19, 2025 1:12 am
Reygan wrote: Sat Oct 18, 2025 4:39 pm From all of the blueprint hosting sites you chosen the worst one... 🤦‍♂️
You mean the best one.
By which criteria it is the best one?
by Reygan
Sat Oct 18, 2025 4:39 pm
Forum: Combinator Creations
Topic: Number Displays and Number Dashboards (Display Panels)
Replies: 9
Views: 1517

Re: Number Displays and Number Dashboards (Display Panels)

HeliGungir wrote: Fri Sep 12, 2025 3:29 am
Blueprint Book: https://www.factoriocodex.com/blueprints/132
From all of the blueprint hosting sites you chosen the worst one... 🤦‍♂️
by Reygan
Sat Oct 18, 2025 1:46 pm
Forum: Combinator Creations
Topic: Shift register :)
Replies: 2
Views: 4819

Re: Shift register :)

Thank you, very useful! 👍
by Reygan
Sat Jul 04, 2020 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.34] Bots try to overfill requester chest if stack size reduced by script
Replies: 1
Views: 2738

[boskid][0.18.34] Bots try to overfill requester chest if stack size reduced by script

This problem is happening when was altered the stack size.
As I understood, logistic robots delivers requested items until it reaches request count, or maximum chest item quantity (item_max_stack * cell_count).
When in chest there are items with wrong stack size (changed by mod, or script), bots ...
by Reygan
Fri Jul 03, 2020 1:42 pm
Forum: Not a bug
Topic: Visual problem of interface scaling
Replies: 2
Views: 1757

Re: Visual problem of interface scaling

Understood. But you have to know - very much people, who likes Factorio have not such big displays ;)

At least, could you change the game font, to make it not antialiased?
by Reygan
Tue Jun 30, 2020 7:51 am
Forum: Not a bug
Topic: Visual problem of interface scaling
Replies: 2
Views: 1757

Visual problem of interface scaling

I wanted to write about this problem for a very long time, but there was no time.
My problem is next:
When I set interface scale at normal (100%), half of the game windows are not fits the screen (my resolution is 1280*1024).
When I set interface scale at automatic (75%) - most of windows fits ...
by Reygan
Thu Oct 10, 2019 4:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 528478

Re: [MOD 0.17+] Industrial Revolution

Help me please, where I can find rubber trees?
by Reygan
Wed Oct 09, 2019 1:44 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 528478

Re: Recipes from mod not appears in existing save



This save is very valuable for me, and i like your mod, and want to use it together. So, may be you could provide to me some kind of patch, that will migrate my vanilla furnaces to yours?


Sorry, it's literally impossible. They are different types of entity, they have a different size, they ...
by Reygan
Wed Oct 09, 2019 12:28 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 528478

Re: Recipes from mod not appears in existing save



Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe.
Could you advice any console commands to re-enable new recipes functionality for old furnaces?


You shouldn't be able to access ...
by Reygan
Mon Oct 07, 2019 3:54 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 528478

Recipes from mod not appears in existing save

Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe.
Could you advice any console commands to re-enable new recipes functionality for old furnaces?
by Reygan
Sat Jul 20, 2019 2:52 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

Thank you! I just was confused, that problem fixes with just turning off this mod.
by Reygan
Sat Jul 20, 2019 2:28 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

And, screens after I turned off the bulk teleporters mod.
f3.PNG
f4.PNG
Can you advice me something?
by Reygan
Sat Jul 20, 2019 2:20 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

This is the moment, when I beginning to move - serious lag appears.
There are save with lag moment, and two screenshots with debug information.
f1.PNG
f2.PNG
Honestly, I understood nothing from this info :mrgreen:
by Reygan
Sat Jul 20, 2019 11:26 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

Yes, lags appearing approximately one time in two-three minutes, especially when going around the map, opening new chunks etc. And each time that lag appers, it becomes some longer.

I will try to check debug output, and write after this.
by Reygan
Sat Jul 20, 2019 10:04 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

There is the save with mods, at that moment, when lags was appeared.
Now I testing teleporters without any other mods. But seems to be without mods there are no lags.
by Reygan
Sat Jul 20, 2019 9:13 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.17] Bulk Teleporters

Hmm. Completely strange...

I turned off some mods, for the clear experiment. Turned on bulk teleporters, and everything went normal.
Then. I turned on all the mods, including bulk teleporters, and also everything was normal! I am absolutely not understand.

Well, ok, anyway if I will have lags, I ...
by Reygan
Sat Jul 20, 2019 7:32 am
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.16] Bulk Teleporters

Also one thing.
When I using your mod, even I not building\researching anything related to mod, I have periodic longstanding lags. Game is slowing down seriously, and becomes unplayable. After, if I switching your mod off - everything becomes normal. Maybe my computer is not very powerful (64x, 6Gb ...
by Reygan
Thu Jul 11, 2019 6:03 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.16] Bulk Teleporters

Alright! I made it work, thank you!
I misunderstood the FAQ in the beginning, I just thought about not green signal but green wire :mrgreen:
by Reygan
Fri Jul 05, 2019 4:29 pm
Forum: Mods
Topic: [0.17] Bulk Teleporters
Replies: 14
Views: 8574

Re: [0.16] Bulk Teleporters

Help me please.
What fuel is needed for teleporter to work?
Each module dematerializer and materializer have two inerfaces, bottom-right interface is buffer, upper-left is something strange - it have interface like furnace, but no one item is act as "fuel". Power is connected, signals are connected ...

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