Search found 1520 matches

by sparr
Sat May 14, 2016 5:50 pm
Forum: Ideas and Requests For Mods
Topic: Automatic player mining?
Replies: 2
Views: 1286

Re: Automatic player mining?

Sure, it's possible, if you know the correct build order for everything. I still have to look through items to find the recipes, especially if I'm playing with mods.

For example, when I go to mine some stone, how much stone do I need? 5? 8? Time to check the Stone Furnace recipe.

There's no reason ...
by sparr
Sat May 14, 2016 5:31 pm
Forum: Ideas and Requests For Mods
Topic: Automatic player mining?
Replies: 2
Views: 1286

Automatic player mining?

In the early game I'd love to be able to stand on top of a resource patch and have it be harvested while I interact with other parts of the GUI (reading recipes, queuing production, etc).
by sparr
Sat May 14, 2016 5:28 pm
Forum: Gameplay Help
Topic: Building count
Replies: 9
Views: 6837

Re: Building count

A mod could certainly add this. Maybe post a feature request to one of the mods that adds smarts to the logistics network?
by sparr
Sat May 14, 2016 5:22 pm
Forum: Technical Help
Topic: Loading Save File takes 15 minutes
Replies: 3
Views: 1536

Re: Loading Save File takes 15 minutes

Next time, instead of one by one, turn half of them on/off at a time. Will require a lot fewer restarts to identify the culprit.
by sparr
Sat May 14, 2016 5:21 pm
Forum: Ideas and Requests For Mods
Topic: Request for 2 way belt
Replies: 9
Views: 4048

Re: Request for 2 way belt

*maybe* you could define some half-width belts that don't collide with each other, and lay them both down in the same tiles?
by sparr
Sat May 14, 2016 4:31 pm
Forum: Mods
Topic: [MOD 0.12.x] Insert This
Replies: 3
Views: 2900

Re: [MOD 0.12.x] Insert This

ekerlostw wrote:K&L Inserters are an ultimate solution for all inserter task, there is no need in other mod for same tasks.
Did you miss the part where I wrote this mod two years before K&L Inserters came out?
by sparr
Thu May 12, 2016 6:28 pm
Forum: Technical Help
Topic: Game has no Save files
Replies: 6
Views: 1826

Re: Game has no Save files

0.001 Write data path: C:/Users/Ryan/AppData/Roaming/Factorio
I think something is wrong with your windows roaming profile configuration. Your progress and saved games are going to get written to this path, and if they aren't there later then something outside of Factorio is removing them.
by sparr
Thu May 12, 2016 3:23 pm
Forum: Gameplay Help
Topic: inserter pulling fuel from a burner miner before it burns?
Replies: 3
Views: 1877

Re: inserter pulling fuel from a burner miner before it burns?

That's good to know, and unfortunate for my plans. If I'm going to place miners in a loop, one of them will have to be placed out of order :(
by sparr
Wed May 11, 2016 10:25 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 112599

Re: Extreme Mining :)

I didn't realize a miner could push items onto an underground belt from the "back". Good to know!
by sparr
Wed May 11, 2016 9:31 pm
Forum: Gameplay Help
Topic: inserter pulling fuel from a burner miner before it burns?
Replies: 3
Views: 1877

inserter pulling fuel from a burner miner before it burns?

I know that inserters pull fuel from miners.

My problem/question is about timing. If I have one burner miner sticking fuel into another burner miner while an inserter waits to pull fuel out of that second miner, why does it get grabbed before it gets burned?
by sparr
Wed May 11, 2016 8:56 am
Forum: Mods
Topic: [MOD 0.12.x] Insert This
Replies: 3
Views: 2900

[MOD 0.12.x] Insert This

Type: Mod
Name: Insert This
Description: Add right-angle and same-side inserters
License: CC-BY-SA
Version: 0.3.0
Release: 2016-05-11
Tested-With-Factorio-Version: 0.12.33
Category: Item
Tags: Inserters
Download-Url: https://github.com/sparr/factorio-mod-insert-this/releases/download/0.3.0/insert ...
by sparr
Wed May 11, 2016 7:23 am
Forum: Implemented mod requests
Topic: Expose pickup_position and insert_position for inserters as writeable via API
Replies: 2
Views: 1380

Expose pickup_position and insert_position for inserters as writeable via API

Many versions ago (0.9) I made a mod that added right angle inserters and a few other custom inserter types (https://forums.factorio.com/viewtopic.php?f=87&t=2719). I'm planning to update that mod for 0.12. It would be nice if eventually we could have mods that let the player manipulate the behavior ...
by sparr
Wed May 11, 2016 7:04 am
Forum: Duplicates
Topic: [0.12.33] crash when calling print function assigned to a variable
Replies: 2
Views: 855

[0.12.33] crash when calling print function assigned to a variable

Fresh game with default settings on OSX.

Steps to reproduce:
/c p=game.local_player.print
/c p(1)

Probably-unhelpful relevant log entries:
Factorio crashed. Generating symbolized stacktrace, please wait ...
1673.562 Warning Logger.cpp:334: Couldn't symbolize stacktrace: (resolving symbol failed ...
by sparr
Wed May 11, 2016 6:54 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 112599

Re: Extreme Mining :)

This is 3 'wasted' space per 3 miners, or 90% efficiency. To be fair, we should probably be including the footprint of a roboport in the logistic chest solutions here, because in a large enough deposit the roboport will have to sit on some of the ore. The roboport uses up 9 spaces out of 2500, so I ...
by sparr
Tue May 10, 2016 8:09 am
Forum: Ideas and Requests For Mods
Topic: zoom buttons?
Replies: 4
Views: 1234

Re: zoom buttons?

UI scaling isn't related to game zoom, afaik. I'm talking about the zooming you normally do with the mouse wheel.
by sparr
Mon May 09, 2016 11:43 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 112599

Re: Extreme Mining :)

Also, don't assume that a repeating pattern is the optimal solution here. There is such a thing as tiling that can never repeat, such as penrose tiles.
by sparr
Mon May 09, 2016 7:49 pm
Forum: Ideas and Requests For Mods
Topic: zoom buttons?
Replies: 4
Views: 1234

zoom buttons?

I vaguely recall having a mod, back around 0.9, that gave me UI buttons for zooming to specific zoom levels. I can't find it. Does it exist? Is it updated? Should I write a new one?
by sparr
Fri Apr 29, 2016 5:25 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 100
Views: 83511

Re: [MOD 0.12.X] Time Tools 1.0.5 (& Clock Combinator)

feature request: instead of clicking the time multiplier switching to 1x then to 64x, make it remember what speed I was using and switch between that and 1x.

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