Search found 231 matches

by MrGrim
Fri Nov 08, 2019 3:54 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 74192

Re: Friday Facts #320 - Color correction

This is quite a significant change to the overall theme, and I'm not really a fan. I know I'm in the minority here. People like colorful and super saturated. It's the visual version of the smiley face equalizer curve. I'd always adored Factorio refusing to adopt it. :( It's a hard sell with the rust...
by MrGrim
Fri Jul 26, 2019 7:47 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279926

Re: Friday Facts #305 - The Oil Changes

The good idea is the use of only steel + crude to make flamethrower ammo. That is good, since this will greatly simplify base defense were we no longer need any oil processing to for base defense, just pumping crude directly from oil patch into a tank then into the turret. You could already do this...
by MrGrim
Fri Jul 26, 2019 6:14 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 279926

Re: Friday Facts #305 - The Oil Changes

The GUI updates for modders are fantastic news! I'm really looking forward to seeing what they do with that! I'm mostly ambivalent re the oil changes. I'm mostly just a little sad that heavy oil has been reduced to a 1 recipe intermediate with the flamethrower ammo change. I do think the flamethrowe...
by MrGrim
Thu Jul 25, 2019 11:37 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
Replies: 11
Views: 6760

Re: [Oxyd] [0.17.52] Biters have just given up on attacking

It looks like some groups did finally decide to attack, very slowly over 30 minutes after the artillery fired. However it was such a slow trickle it was barely noticeable above normal pollution triggered attacks.
by MrGrim
Thu Jul 25, 2019 11:08 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
Replies: 11
Views: 6760

Re: [Oxyd] [0.17.52] Biters have just given up on attacking

I'm seeing this in 0.17.59 as well. The biters seem completely uninterested in counter attacks to artillery. I was hoping the pathing issues fixed in 0.17.59 might help, so I held off researching artillery range until now. The issue persists. I've had biters counter attack before on this map. They a...
by MrGrim
Thu Jul 25, 2019 12:14 am
Forum: Duplicates
Topic: Objects missing robots/Needed objects changing randomly
Replies: 5
Views: 1728

Re: Objects missing robots/Needed objects changing randomly

Generally this is the last 600ish ghosts processed that'll have active alerts. I also have seen up to 1201 ghosts being processed normally at the same time. This seems like a much higher number than 600. How is this possible if the game only handles the 600ish ghosts that sometimes appear to be the...
by MrGrim
Wed Jul 24, 2019 3:30 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207335

Re: Friday Facts #304 - Small bugs; Big changes

This mod represents the collective discussion and input of many people. It makes surprisingly few direct changes, considering its effects on the learning process through obtaining oil and chemical science in this manner. Please take a look at how the in-game tech tree is affected, and what a new pl...
by MrGrim
Sat Jul 20, 2019 5:07 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207335

Re: Friday Facts #304 - Small bugs; Big changes

To all the folks that are arguing how "just add more pumpjacks!" will make using more efficient recipes pointless, maybe it's time to consider turning biters back on? You're perspective is _way_ out of whack. :D Just "adding more pumpjacks" is a big deal in most game modes. Try a...
by MrGrim
Fri Jul 19, 2019 7:23 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207335

Re: Friday Facts #304 - Small bugs; Big changes

Draloric wrote:
Fri Jul 19, 2019 7:14 pm
6. Makes an easy way to get Coal Liquification off of the ground, start with basic processing and get a bit of heavy oil going, then switch to coal liquification.
That's a cool side effect I hadn't even thought of! Good call out! :)
by MrGrim
Fri Jul 19, 2019 6:40 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 207335

Re: Friday Facts #304 - Small bugs; Big changes

Some discussions on the Discord server led to an idea for dealing with the new player issues with oil that I think would work a lot better here. Original credit for the idea goes to Hexicube. The idea is based on the following assumptions: * The fundamental problem is that it is difficult for player...
by MrGrim
Thu Jul 18, 2019 8:21 pm
Forum: Duplicates
Topic: Objects missing robots/Needed objects changing randomly
Replies: 5
Views: 1728

Re: Objects missing robots/Needed objects changing randomly

This is normal. The counts are based on all of the processed ghosts from the oldest unexpired alert to the most recent. Generally this is the last 600ish ghosts processed that'll have active alerts. If you have more than 600 ghosts, then the ones with unexpired/active alerts will always be changing ...
by MrGrim
Sun Jul 14, 2019 2:05 am
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 4523

Re: Selective Station Enabling

... or to add the smallest possible "parts you can put together to build a train controller" into core ... That is essentially my argument. The problem with other suggestions, and even with mine, tbh, is the approach is backwards. It's "I have a problem here is a solution" rathe...
by MrGrim
Wed Jul 10, 2019 4:46 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 4523

Re: Selective Station Enabling

Instead of allowing the station to specify a specific Train ID, I think a more flexible solution would be the ability to set conditional orders on the train itself. This has been suggested in the following threads: That way is better. The problem with this is that you are limited to whatever condit...
by MrGrim
Thu Jul 04, 2019 4:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Replies: 3
Views: 3445

Re: [0.17.53] Train Wagon Limits in Blueprints Lost After Reload

Curious. I've edited the original post title and reproduction steps to remove the library parts. Thanks for looking into it!
by MrGrim
Thu Jul 04, 2019 3:44 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload
Replies: 3
Views: 3445

[kovarex] [0.17.53] Train Wagon Limits in Blueprints Lost After Reload

I can reliably reproduce this with the following steps: * Take a blueprint of a train with wagon inventory limits set (the "bar" field in the blueprint json). * Save the blueprint in your inventory. * Save the game and reload the save. * The "bar" field is missing and the deploye...
by MrGrim
Wed Jun 26, 2019 8:52 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 4516

Re: [0.17.18] Symlinks in script-output no longer work.

An independently configurable script output path would solve a lot of the issues involving mods with large output like FactorioMaps without requiring sacrificing Lua sandboxing. Perhaps that's an acceptable and hopefully easy to implement compromise?
by MrGrim
Fri Jun 07, 2019 2:53 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 34500

Re: Friday Facts #298 - Demo upgrade for Stable

One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take ...
by MrGrim
Fri Apr 05, 2019 9:00 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 57730

Re: Friday Facts #289 - Character GUI

Like others have mentioned I would also love it if we could have: Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the mocku...
by MrGrim
Thu Apr 04, 2019 11:31 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 23845

Re: Version 0.17.25

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!
by MrGrim
Fri Mar 08, 2019 5:47 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 30805

Re: Version 0.17.9

Changes Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being ...

Go to advanced search