Search found 298 matches
- 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)
- 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...
- 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.
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.
- 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...
- 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...)
Props to OP for trying, but it only would be awesome with proper spelling: inadvertently volunteered.Shenpen wrote:Props for using the awesome phrase "inadvetently voluntered"!
- 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...
- 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 ...
- 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.
- 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.
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.
- 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...
- 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)
- 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...
- 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...
- 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 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
- 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...
- 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 ...
- 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...
- 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
And since 0.15 it needs "0.15" theredaniel34 wrote:since 0.13 you also need the following line for it to work: "factorio_version" : "0.14"
IOW: Bitrot is eating this guide too. And, meems, there is nothing foolproof ever.
- 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"?
But I can't see where this is even documented. One liquid is 500 "internal thingies"?
- 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.
Nope, not downloading. Portal or bust.