Search found 199 matches

by Hexicube
Tue Oct 10, 2017 2:41 pm
Forum: Minor issues
Topic: [0.15.35] Boiler type entities cannot eject burnt items
Replies: 7
Views: 2378

[0.15.35] Boiler type entities cannot eject burnt items

The burnt item slot on boiler entities cannot be emptied via inserters, which results in such a boiler eventually backing up and stopping entirely since no other method for automating this currently exists. Fuel items provided to the boiler can still be extracted via inserters. A mod is attached whi...
by Hexicube
Sat Sep 23, 2017 3:04 pm
Forum: Ideas and Suggestions
Topic: RNG shouldn't be used for player-usable items/entities
Replies: 5
Views: 966

RNG shouldn't be used for player-usable items/entities

TL;DR Uranium ore processing and red rocks should not have a random component, instead they should have a fixed yield. What ? Both uranium centrifuges (ore processing) and one type of red rocks have a random element to them. The centrifuge sometimes spits out U235, and the rocks give 25-50 stone+co...
by Hexicube
Wed Jun 21, 2017 8:52 pm
Forum: Ideas and Suggestions
Topic: Import/Export blueprints as PNG images
Replies: 7
Views: 2941

Import/Export blueprints as PNG images

PNG and JPEG support storing arbitrary data, and additionally has support for text stored with deflate compression. PNG's method: https://www.w3.org/TR/PNG/#11zTXt (iTXt could also work, storing the already-compressed string) I'd like to be able to directly drag an image of a blueprint into Factorio...
by Hexicube
Thu Apr 27, 2017 10:12 pm
Forum: Won't fix.
Topic: [15.3] Tech tree lines sometimes misaligned by 1px
Replies: 1
Views: 464

[15.3] Tech tree lines sometimes misaligned by 1px

I've only noticed this issue on the Railway and Portable Solar Panel techs, and is not there for Logistics Robotics (which also has 3 follow-up techs).

http://i.imgur.com/iFWqVZW.png

As shown, the central follow-up tech icon has the connecting line shift 1 pixel to the left.
by Hexicube
Wed Apr 26, 2017 2:27 pm
Forum: Resolved Problems and Bugs
Topic: [15.2] Train Schedule Tutorial expects 30s to remain
Replies: 1
Views: 977

[15.2] Train Schedule Tutorial expects 30s to remain

During the tutorial you're asked to add the "wait until empty" condition. However, it explicitly checks to see if the schedule is exactly "wait for 30s or empty", and does not advance to the next step if you remove the 30s delay first (which the next step wants either way). I wou...
by Hexicube
Tue Apr 25, 2017 12:03 am
Forum: Ideas and Suggestions
Topic: [0.15] Miners should balance acid with connected pipes
Replies: 0
Views: 268

[0.15] Miners should balance acid with connected pipes

Currently miners only share acid with other directly touching miners, which forces players to use a specific miner layout. Not everyone wants to use this layout, and using layouts that we prefer to use forces us to connect every miner separately. Here's an example of a setup that I'd like to work wi...
by Hexicube
Mon Apr 24, 2017 9:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.1] Ore field amount stuck to cursor when in tech view
Replies: 1
Views: 1056

[0.15.1] Ore field amount stuck to cursor when in tech view

As shown, the amount of ore in the previously highlighted ore field does not go away when the technology window is open: http://i.imgur.com/C6HxF2R.png

Reproduction: Mouse over an ore field and press T.
by Hexicube
Fri Mar 31, 2017 11:54 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
Replies: 8
Views: 1668

[Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler

Note: This does not affect vanilla gameplay, since no vanilla assembling machine is both a furnace (automatic recipe selection) and uses fluids. Whenever a furnace type assembler has a fluid for the output and backs up, the inserter feeding the item part of the recipe goes asleep as normal. However,...
by Hexicube
Mon Mar 13, 2017 1:18 pm
Forum: Duplicates
Topic: [0.14.22] Inserter idle code causing throughput issues
Replies: 5
Views: 995

Re: [0.14.22] Inserter idle code causing throughput issues

use a buffer chest to fix Just noticed this. A buffer chest will not fix the problem (or if it does, it's masking the issue), as the issue isn't regarding how fast inserters can pick up items from a belt. Once again, 13 of the 15 copper cable assembler inserters function normally. Only two show the...
by Hexicube
Mon Mar 13, 2017 12:43 pm
Forum: Duplicates
Topic: [0.14.22] Inserter idle code causing throughput issues
Replies: 5
Views: 995

Re: [0.14.22] Inserter idle code causing throughput issues

Klonan wrote:we don't consider it a bug
Why is this not considered a bug when the behaviour of inserters is incorrect? They clearly take too long to spot that an assembler needs resources, and the behaviour is inconsistent to begin with.
by Hexicube
Mon Mar 13, 2017 7:25 am
Forum: Duplicates
Topic: [0.14.22] Inserter idle code causing throughput issues
Replies: 5
Views: 995

[0.14.22] Inserter idle code causing throughput issues

I'm working on a design for mass producing green circuits, which attempts to use the 15:14 productivity ratio and has a bunch of speed beacons. As a result, the copper demands are...high. All assemblers have a speed of 3. I have a row of copper cable assemblers, all demanding 6 copper per second whi...
by Hexicube
Mon Oct 17, 2016 4:38 pm
Forum: Ideas and Suggestions
Topic: Internal change to resources - Multiple minable types
Replies: 1
Views: 361

Internal change to resources - Multiple minable types

Currently a defined ore contains this (taken from crude oil): category = "basic-fluid", minable = { hardness = 1, mining_time = 1, results = { { type = "fluid", name = "crude-oil", amount_min = 1, amount_max = 1, probability = 1 } } } The issue here is that the resource...
by Hexicube
Fri Sep 30, 2016 8:19 am
Forum: Resolved Problems and Bugs
Topic: [14.11] [kovarex] Instant desync when joining server.
Replies: 1
Views: 410

[14.11] [kovarex] Instant desync when joining server.

Both desyncs were immediate, I never got to see what the map looked like before being forced to redownload endlessly.

The server has been up for at least 12 hours as far as I know, and didn't give me an issue when it was only up for 1 hour.
by Hexicube
Mon Aug 08, 2016 8:00 am
Forum: Ideas and Suggestions
Topic: Screenshot command option to omit terrain
Replies: 2
Views: 725

Screenshot command option to omit terrain

Would be useful for demonstrating a build without any extra visual clutter, without requiring either a nice single-biome area or a lot of concrete laid down.
by Hexicube
Tue Jul 26, 2016 9:57 am
Forum: Ideas and Suggestions
Topic: Information notice, to go with warning an alert notices
Replies: 2
Views: 550

Re: Information notice, to go with warning an alert notices

Koub wrote:You might want to give a look at this topic : viewtopic.php?f=80&t=16566
The worst part is I was linked that topic the last time I made the same suggestion, and completely forgot about it...
by Hexicube
Tue Jul 26, 2016 4:37 am
Forum: Ideas and Suggestions
Topic: Information notice, to go with warning an alert notices
Replies: 2
Views: 550

Information notice, to go with warning an alert notices

I've noticed that there's a few specific events that the player may want to be notified of, that don't really have enough of an impact to get a warning notice: Miners running out of ore (always important, since you can't place them like this) Radars that just finished discovering new land (ignoring ...
by Hexicube
Fri Jul 15, 2016 6:57 pm
Forum: Translations
Topic: Web based translations
Replies: 85
Views: 44199

Re: Web based translations

Klonan wrote:
Hexicube wrote:Can we get a British English option?
Its not really needed :)
If you're using crowd-sourced languages, you may as well use it to the fullest. There's no real reason to not include it.
by Hexicube
Fri Jul 15, 2016 6:04 pm
Forum: Translations
Topic: Web based translations
Replies: 85
Views: 44199

Re: Web based translations

Can we get a British English option?
by Hexicube
Sat Apr 09, 2016 7:05 pm
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 78361

Re: [MOD 0.12.20+] Misanthrope 0.3.6 -- Better Biter Mechanics

I would really like to see a lite-version, with a bit less agressiv biters that ignore rails. The thing you want is actually in the first post under notable mentions. It only works for rails (not signals/stations), but it changes rail network building difficulty from 'practically impossible' to 'qu...

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