Search found 584 matches

by BenSeidel
Sun Feb 18, 2018 12:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.24] Crash when biter kills power pole
Replies: 4
Views: 1774

[0.16.24] Crash when biter kills power pole

There is a biter attack up north and when one of the buggers destroys a power pole the game crashes.

Edit:
wrong crash log
by BenSeidel
Fri Feb 16, 2018 8:11 am
Forum: Ideas and Suggestions
Topic: Discord Rich Presence / GameBridge
Replies: 18
Views: 10198

Re: Discord Rich Presence / GameBridge

Instead of "Integrating it with Discord", use a launch protocol/URI and register it as a handler with the various operating systems. In the same way a user clicks https://blah and it opens up a web browser or steam://whatever-game-it-is, make a factorio://blah URI. That way every applicati...
by BenSeidel
Fri Feb 16, 2018 8:04 am
Forum: Railway Setups
Topic: Train Station next generation
Replies: 6
Views: 5280

Re: Train Station next generation

vinnief wrote:There's nothing compact about this, you have consumed the space of two stations which cannot be used independently since they share a 4-belt balancer...
I don't see any part of the top station that interacts with the bottom station.
by BenSeidel
Fri Feb 16, 2018 8:00 am
Forum: Implemented Suggestions
Topic: Search for train stops by name in the map / Map search for tags and train stops
Replies: 28
Views: 8471

Re: [0.16.23] Search for train stops by name in the map

Another thing that would be useful is an "Open in map" button on stops that when you clicked it, opened the map over that station (or one of them anyway...)
Edit:
I see that you made that suggestion in a separate thread
by BenSeidel
Wed Feb 14, 2018 11:26 pm
Forum: Ideas and Suggestions
Topic: Statistics
Replies: 3
Views: 1129

Re: Statistics

This is one of those things that would be better done as a mod (if you could make "non-game-changing" mods it would be better). You could also encode the logic into a scenario, or drop it into the control.lua of the save game. 1) Every tick (or appropriate duration) output the current stat...
by BenSeidel
Wed Feb 14, 2018 11:15 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.2] Map colors: major visibility issues
Replies: 15
Views: 6540

Re: [gfx] [16.2] Map colors: major visibility issues

Anyone ever played Seven Kingdoms? In that game the mini-map had 3 visual settings 1) Fully drawn All items, including the terrain types were drawn. 2) Flat map Land is gray, water is blue and all obstetrical (cliffs & water), buildings, towns & units were drawn 3) minimum Land is gray, wate...
by BenSeidel
Sat Feb 10, 2018 11:57 pm
Forum: Modding help
Topic: I really need help with my mod
Replies: 16
Views: 4038

Re: I really need help with my mod

Instead of using script.on_event({defines.events.on_tick}, try script.on_event({defines.on_player_ammo_inventory_changed}. It will tell you what player has had their inventory changed in some way. As for the crash, I don't think that local stack = inventory[1 or 2 or 3] does what you think it does. ...
by BenSeidel
Sat Feb 10, 2018 11:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.22]Changing recipe does not give back all items
Replies: 14
Views: 10953

Re: [0.16.22]Changing recipe does not give back all items

If you're really that concerned with it we could change productivity to only apply after the normal recipe cycle finishes but it's going to add extra memory usage and save size per crafting machine in the game. This sounds like the solution to me. If you are worried about the memory & save size...
by BenSeidel
Fri Feb 02, 2018 2:09 am
Forum: Ideas and Suggestions
Topic: Destroyed things drop inventory
Replies: 11
Views: 5621

Re: Destroyed things drop inventory

I would suggest doing it for the reason that it is annoying. At the moment if you destroy a chest the items disappear, so for by-products like the dirt and gravel (or bob's mods white fluffy things of annoyance) you just blow them up. If they all dropped on the floor then you would have a consequenc...
by BenSeidel
Mon Jan 22, 2018 12:58 am
Forum: Not a bug
Topic: [0.16.16] Requester Chests requests grouped weirdly
Replies: 3
Views: 1722

Re: [0.16.16] Requester Chests requests grouped weirdly

Could you imagine my requestor chests that are requesting rocket fuel for my trains NOT being serviced because it's only requesting one item?
by BenSeidel
Mon Jan 22, 2018 12:54 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372629

Re: Bot maintenance

What would be the mechanism that would cause the bot to go to get maintained? If you have some form of external "repair" entity then It's probable that one bot will always remain in the air never going into a roboport so can never be "removed to be repaired". This will mean that ...
by BenSeidel
Mon Jan 22, 2018 12:36 am
Forum: Ideas and Suggestions
Topic: Accumulator charge % in Electric network info
Replies: 7
Views: 3577

Re: Accumulator charge % in Electric network info

I have been meaning to suggest this for a loooong time, but as it only affects me when I am running out of power it doesn't pop into my head very often.
so... +1
by BenSeidel
Thu Jan 18, 2018 8:33 am
Forum: Gameplay Help
Topic: A simple memory counter didnt work (combinators)
Replies: 4
Views: 1764

Re: A simple memory counter didnt work (combinators)

Your "memory cell" is accumulating the input value on each game tick (60 ticks in a second). So what you have built here is a clock. What you want is a pulse into the cell (a value for a single tick). Inserters & belts can be set to a "pulse" mode so that it only emits the va...
by BenSeidel
Thu Jan 18, 2018 6:28 am
Forum: Ideas and Suggestions
Topic: Ghost/Fake objects to place for the buildrobots
Replies: 4
Views: 1605

Re: Ghost/Fake objects to place for the buildrobots

I think the feature you are talking about will come along with the GUI rewrite: https://www.factorio.com/blog/post/fff-191 In it they discuss changing the toolbar from an inventory to a "spellbar" like thing that acts more like most RPG's have. Is this the behaviour you are after or have I...
by BenSeidel
Wed Jan 17, 2018 1:07 pm
Forum: Ideas and Suggestions
Topic: Always capture trainstop names in blueprints
Replies: 22
Views: 7348

Always capture trainstop names in blueprints

TL;DR Don't make us remember to check "Station names" in the blueprints, instead have it marked as default (or give us an option to have it marked as default). What ? Doing lots of train stations such as iron ore & copper or pickups & drop offs is extremely annoying when you need ...
by BenSeidel
Tue Jan 16, 2018 3:10 am
Forum: Duplicates
Topic: Crash for unknown reason
Replies: 3
Views: 998

Re: Crash for unknown reason

I would guess that that is the cause. It produces a similar stack trace when I move the cursor over the boundary of the window. But it's variable. Sometimes I can move it just over the screen boundary and sometimes I can move it over 4-5cm into the second monitor. What is most interesting is that I ...
by BenSeidel
Sun Jan 14, 2018 8:12 am
Forum: Duplicates
Topic: Crash for unknown reason
Replies: 3
Views: 998

Crash for unknown reason

Hi,
Crash log attached.
No idea what caused the crash. Was traveling in a train when it occurred. Reloaded the game and loaded from the save (was already in the train) and no crash occurred.
by BenSeidel
Thu Jan 11, 2018 6:07 am
Forum: Ideas and Suggestions
Topic: Additional roboport stat - number of charging bots
Replies: 3
Views: 1155

Re: Additional roboport stat - number of charging bots

If you have arcs waiting to charge, and haven't done something recently to put an abnormal load on your logistics bots (eg replaced some chests with active providers to get the bots to empty the chests), then you need more roboports. Yes, but being able to hook it up to the network and cause an ala...
by BenSeidel
Sat Jan 06, 2018 2:17 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345369

Re: Friday Facts #224 - Bots versus belts

For me, bots vs belts isn't a thing. I don't use bots because they are easier than belts, I use them because they use less UPS per item moved than belts. That is the ultimate measurement I use for any build, CPU consumption per item created. If you are able to make belts use less UPS than bots, then...

Go to advanced search