Search found 298 matches

by Jürgen Erhard
Sun Dec 31, 2017 9:58 am
Forum: Gameplay Help
Topic: Blueprints only stamped partially?
Replies: 9
Views: 2759

Re: Blueprints only stamped partially?

Oh, I know "feel your pain", I just didn't know FYP (and Google didn't throw this meaning up either)
by Jürgen Erhard
Sat Dec 30, 2017 10:55 am
Forum: Resolved Problems and Bugs
Topic: [0.16.9] Logistics network has stopped working
Replies: 9
Views: 3341

Re: [0.16.9] Logistics network has stopped working

I removed the requester chests, and the covering roboport, and that… fixed those chests. So, I have replace all 78? Does this *certainly* fix it, or is it more a "it might, but I have no real idea" stab-in-the-dark (non-)solution? If I reput 78 (and luckily, there's no more… an older .15 m...
by Jürgen Erhard
Sat Dec 30, 2017 9:23 am
Forum: Gameplay Help
Topic: Blueprints only stamped partially?
Replies: 9
Views: 2759

Re: Blueprints only stamped partially?

FYP?

What happens if I "hack" so the visible range is greater? Well, probably would get placed right.

And I checked and confirmed, BTW. It does place only the ghosts that are in the player-visible area.
by Jürgen Erhard
Fri Dec 29, 2017 4:16 am
Forum: Gameplay Help
Topic: Blueprints only stamped partially?
Replies: 9
Views: 2759

Blueprints only stamped partially?

Placed blueprint from map view, and… I'm almost sure (but then I rarely am 100% sure, sometimes envy the fools) that it was placed only in the visible area. I mean, if this were belts ================= | and the line is the limit of the visible area, then only the left part is placed, ====== | which...
by Jürgen Erhard
Wed Dec 27, 2017 8:27 pm
Forum: Mod portal Discussion
Topic: [Guide] Modders' guide to using mod portal (Edit, Delete...)
Replies: 11
Views: 10393

Re: [Guide] Modders' guide to using mod portal (Edit, Delete...)

Shenpen wrote:Props for using the awesome phrase "inadvetently voluntered"! :lol:
Props to OP for trying, but it only would be awesome with proper spelling: inadvertently volunteered.
by Jürgen Erhard
Wed Dec 20, 2017 10:49 pm
Forum: Not a bug
Topic: [0.16.4] Enemy bases sizes are unintuitively related to generation settings
Replies: 4
Views: 7911

Re: [0.16.4] Enemy bases sizes are unintuitively related to generation settings

The bug, IMNSHO, is that enemy bases are basically "enemy ore patches". Which feels just completely wrong. My current map (attempt): I set enemy bases to very low in all three settings. Get *YUUUUGE* ;-) bases farther away from start area. And I mean huge, never seen these in 0.15 or befor...
by Jürgen Erhard
Tue Dec 19, 2017 6:30 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131519

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

The vanilla map generation in 0.16 seems to generate ore patches with "frizzled" edges… which means some bits and pieces are not connected to the main patch in such a way that YARM detects them, currently. Not sure if that's permanent, 's why I'm raising this here instead of github; if it ...
by Jürgen Erhard
Sun Dec 17, 2017 11:05 pm
Forum: Modding help
Topic: Technology count_formula
Replies: 3
Views: 1413

Re: Technology count_formula

But is there more than the L? Using other inputs than just the level could make for some amazing schemes.
by Jürgen Erhard
Fri Dec 15, 2017 9:07 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 110310

Re: Version 0.16.0

BIG HUGE *NO* ON (non-modifier-key) FAST REPLACE BELTS/SPLITTERS.

Yes, yelling, because annoyed.

I often put up belts with gaps for splitters then placing splitters while running along the belts. But with this, the splitters don't get put into the gaps only, they replace all the belts.
by Jürgen Erhard
Sat Nov 18, 2017 4:16 am
Forum: Mods
Topic: [MOD 1.1] Inventory Sensor
Replies: 177
Views: 69345

Re: [MOD 0.14/0.15] Inventory Sensor 1.5.2

And that fix broke it. Loaded (very modded) save file. Didn't notice anything at first, I was busy building coal liquefaction. After I'm done, I… notice everything stopped in the refinery. No iron got produced. Huh? Check, check… oh, but there are iron trains in the waiting area. They are let throug...
by Jürgen Erhard
Sat Nov 04, 2017 3:50 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67110

Re: Friday Facts #214 - Concrete rendering

That last one looks like a StarCraft tile set. Dislike. Strongly. (There's a word for that)
by Jürgen Erhard
Sat Nov 04, 2017 3:45 pm
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 22911

Re: Friday Facts #210 - Circuit connector module implementation

Horizontal wires bends due to gravity, but not vertical ones... Shadows for vertical wires should bends. Now, the wires looks very tight. P.S. Same thing for all vertical wires, including powelines... It would also help seeing what's actually connected to what. Somewhat. But probably still not enou...
by Jürgen Erhard
Fri Oct 27, 2017 1:16 am
Forum: Ideas and Suggestions
Topic: Construction chests
Replies: 18
Views: 7408

Re: Construction chests

This actually needs a bit of revisting, since in 0.15, as we all know, those additional science packs (and the old ones too) do use even buildings. And I find construction bots do not get equal priority with requester chests: if a provider chests had item N, and multiple requester chests want it, th...
by Jürgen Erhard
Fri Oct 06, 2017 5:42 am
Forum: General discussion
Topic: Robot Battery Research
Replies: 15
Views: 7486

Re: Robot Battery Research

Dang, that's bad… well, it isn't if you assume a fixed battery size :D But with increased capacity, at some point they'll go recharge when they still have more energy left than vanilla bots have max. :( Not that the research isn't useful anyway, because 80% of more is more :D
by Jürgen Erhard
Thu Oct 05, 2017 9:34 am
Forum: General discussion
Topic: Robot Battery Research
Replies: 15
Views: 7486

Re: Robot Battery Research

Sadly, it appears there's no way (except for another "clandestine"(?) C++ hack) to change the threshold robots decide to recharge: it seems to be fixed at 20%. My bots are at 270% bonus battery now and run to recharge at about 1MJ-ish (it's nigh impossible to get a proper look at the basta...
by Jürgen Erhard
Wed Oct 04, 2017 5:30 am
Forum: Ideas and Suggestions
Topic: Map zoom: Replace switchover to "satellite view" w/ toggle
Replies: 4
Views: 2317

Map zoom: Replace switchover to "satellite view" w/ toggle

Add a toggle in the "toggle bar" (heck, I hate not having/knowing proper terminology: the bar under the minimap in map view where you switch electric grid and logistics network?) Call it… "satellite view". One, people expect (as soon as they learn that those are toggles and what ...
by Jürgen Erhard
Wed Oct 04, 2017 5:24 am
Forum: Not a bug
Topic: [15.11] Mapzoom Bug
Replies: 32
Views: 12625

Re: [15.11] Mapzoom Bug

How about an addition toggle in the "toggle bar" (heck, I hate not having/knowing proper terminology) where you switch electric grid and logistics network? Call it… "satellite view". One, people expect (as soon as they learn that those are toggles and what they do) stuff there, a...
by Jürgen Erhard
Mon Sep 25, 2017 12:35 am
Forum: Modding discussion
Topic: Large guide to modding Factorio
Replies: 21
Views: 49012

Re: Large guide to modding Factorio

daniel34 wrote:since 0.13 you also need the following line for it to work: "factorio_version" : "0.14"
And since 0.15 it needs "0.15" there ;-)

IOW: Bitrot is eating this guide too. And, meems, there is nothing foolproof ever. ;-)
by Jürgen Erhard
Mon Sep 25, 2017 12:30 am
Forum: Modding discussion
Topic: Oil patch amount: is "amount" documented somewhere?
Replies: 2
Views: 1144

Oil patch amount: is "amount" documented somewhere?

Trial and error makes me think that 60000 is the absolute minimum the "amount" value for an oil patch can be. That is, "amount" for depleted patches is max(initial_amount*.20, 60000).

But I can't see where this is even documented. One liquid is 500 "internal thingies"?
by Jürgen Erhard
Fri Aug 25, 2017 2:05 am
Forum: Mods
Topic: [MOD 0.15.x] Minimap autohide
Replies: 23
Views: 11748

Re: [MOD 0.14.x] Minimap autohide

Dammit. Just discovered this, and can't use it.

Nope, not downloading. Portal or bust.

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