Search found 362 matches

by Zaflis
Sun Feb 23, 2020 11:02 pm
Forum: Modding help
Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
Replies: 4
Views: 473

Re: [0.18.8] Adding a modded recipe that is hidden from graphs

Thanks that works. I think i need decomposition off for compressed items as well as they're not actual raw materials.
by Zaflis
Sun Feb 23, 2020 10:45 pm
Forum: Modding help
Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
Replies: 4
Views: 473

Re: [0.18.8] Adding a modded recipe that is hidden from graphs

It is done in data stage, from within data.lua calling my functions that generate recipes function SimpleCompress_AddRecipe(_name, _ingredient) _ingredient = _ingredient or _name data:extend({{ type = "recipe", name = "compress-" .. _name, energy_required = simpleCompress.EnergyC...
by Zaflis
Sun Feb 23, 2020 10:25 pm
Forum: Modding help
Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
Replies: 4
Views: 473

[0.18.8] Adding a modded recipe that is hidden from graphs

Working on SimpleCompress for which compressing/decompressing items should not count as production or consumption in the graphs. It's basically same as barreling, logistic recipes. I tried looking into how barrelling works and match it to the mod but so far no success. Even this script which i belie...
by Zaflis
Sun Feb 02, 2020 7:05 pm
Forum: Gameplay Help
Topic: LTN - Logistic train network requester help
Replies: 4
Views: 637

Re: LTN - Logistic train network requester help

Filter can only be positive for inserters. So at least you need to use an arithmetic comb. and set it to EACH * -1. I don't use even something like that. If you go in the mod options and toggle off the "Finish loading", it will only load in as many items as the request is, not fill the ca...
by Zaflis
Sun Feb 02, 2020 12:20 pm
Forum: Gameplay Help
Topic: Weird pathing behavior
Replies: 5
Views: 645

Re: Weird pathing behavior

Some of those 1-4-1 trains are not actually 2-way trains. It matters which way you place the locomotives, using R key when placing them down.
by Zaflis
Sun Feb 02, 2020 12:10 pm
Forum: Gameplay Help
Topic: LTN - Logistic train network requester help
Replies: 4
Views: 637

Re: LTN - Logistic train network requester help

What condition on the inserter and what signal are they receiving? You can see signals by connecting the wire to a powerpole. In simplest requester station for LTN you don't need to wire inserters at all though. Sounds complicated to me :roll: Basically you always want to empty the train entirely on...
by Zaflis
Sat Feb 01, 2020 11:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Endless pumping animation
Replies: 1
Views: 1193

[0.18.3] Endless pumping animation

I don't know how this happened, but this 1 pump just doesn't want to stop pumping. I have replaced the pump and both sides pipes but it still kept doing it. All other pumps on the map will stop when either target goes full or input dries. But now this "special" pump doesn't even have an ou...
by Zaflis
Sat Jan 11, 2020 2:29 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 20079

Re: Friday Facts #329 - Campaign reassessment

I would also recommend a later map or more that goes beyond the rocket launch. Using power armors, dealing with behemoths, artillery, infinite sciences... Even the slower players would get a taste of the endgame and know what waits there.
by Zaflis
Sat Jan 11, 2020 10:17 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 20079

Re: Friday Facts #329 - Campaign reassessment

My opinion on the campaign is, have both 1 and 2! Perhaps the 2 could arrive first but the game is very much lacking in campaign/premade scenarios. Both styles would be very welcome. You could learn some things from 1 that you don't from the other and vice versa. That's really not a lot to ask from ...
by Zaflis
Fri Dec 13, 2019 5:23 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 15236

Re: Friday Facts #325 - New Explosions and Particles

One thing I think is wrong in provided gifs is that particles spread of dying enemyes are biased toward vertical axis (very noticable with big worm). I noticed this with the rail destruction. While it looks really nice, being destroyed with bullets doesn't intuitively felt make a high explosion if ...
by Zaflis
Tue Dec 10, 2019 11:52 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Bilka wrote:
Tue Dec 10, 2019 11:39 am
You'd need more than 800k people to agree with you to have a majority. Do you see why I find your "reddit proof for majority" hilarious?
That's not how gallup's work. Statistically very small sample is enough to give an idea of what is generally acceptable or atrocious.
by Zaflis
Tue Dec 10, 2019 11:30 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

(Wall of text) It looks like you have never visited https://www.reddit.com/r/factorio/ before. It's a nice place, i can recommend trying. Personally i love playing with mods of all kinds. Reddit is perhaps the best place to post your base screenshots and videos, get feedback, give feedback, learn n...
by Zaflis
Tue Dec 10, 2019 7:55 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

lol, reddit post upvotes as opinion barometers. Never change forums, never change. Feel free to downplay reddit community as much as you wish, just wanted to show it's a topic that is being raised time and time again and people agree. If you don't really care if it's 30 or 32, this is not a topic f...
by Zaflis
Tue Dec 10, 2019 6:32 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Fact is you're asking for something to be changed to suit your playstyle. Nothing wrong with that, and as the devs has expressed they disagree with your reasoning, nothing wrong with that either. There's nothing stopping you changing it, and the point there is, nothing is stopping you from playing ...
by Zaflis
Tue Dec 10, 2019 5:17 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

There's no reason to increase the wire reach just because the chunk size is 32. It has no gameplay advantage of disadvantage to be 32 vs 30. If nobody ever told you chunk size was 32x32 then you wouldn't even know it was a thing. Just ignore the fact chunks exist and build as you want. It doesn't c...
by Zaflis
Mon Dec 09, 2019 6:28 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

I think you mean one line. C'mon it was never about wether it's possible with mods. https://mods.factorio.com/mod/GJBigPolesAlign https://mods.factorio.com/mod/chunk-sized-roboports Most people share their blueprints only if they are vanilla compatible. Quite a lot of rail blueprints are aligned to...
by Zaflis
Mon Dec 09, 2019 5:18 am
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 9428

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Should be default definitely! We want to start making and sharing blueprints with them, so if they require mod they are no longer compatible with vanilla.
by Zaflis
Tue Nov 26, 2019 2:00 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 650986

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I made some improvements to 2-lane, A, Compact, RHD blueprint.
It wasn't rotationally symmetric and it could be squeezed a little smaller still.

edit: Oops, 1 rail signal at the end is too much.. lemme fix that in a bit...
Done.

https://pastebin.com/eS5sjrtd
by Zaflis
Mon Nov 25, 2019 8:00 am
Forum: Ideas and Suggestions
Topic: [0.17.79] Too tricky to drop blueprints in the library
Replies: 5
Views: 601

Re: [0.17.79] Too tricky to drop blueprints in the library

I reported it as a bug because other similar "bug/suggestion" report about not seeing progression on cancelled research was suggested by dev to be reported as bug instead, because it was an oversight. This is one of those issues that really stands out in the game as inconsistent with how s...
by Zaflis
Mon Nov 25, 2019 5:47 am
Forum: Ideas and Suggestions
Topic: [0.17.79] Too tricky to drop blueprints in the library
Replies: 5
Views: 601

[0.17.79] Too tricky to drop blueprints in the library

Here is 1 example of when i'm trying to drop blueprint in but i can't: bp.png There's this massive gray background but none of that is interactible. The spot i'm trying to drop on happens to be in an area of another blueprint so it won't, and only acceptable places are near that arrow and few pixels...

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