Search found 51 matches

by Aidiakapi
Fri Feb 02, 2018 11:20 pm
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 11248

Re: [MOD 0.16] Quality of Life research

BHakluyt wrote:extra trash slots
There's infinite-trash-filter-slots by default in the game, and trash slots themselves are basically just extra inventory slots. With inventory space already being an infinite research, I don't really see the point of making the list of stuff longer for no major benefit :/.
by Aidiakapi
Tue Jan 30, 2018 12:36 am
Forum: Gameplay Help
Topic: Specify belt throuput
Replies: 10
Views: 4630

Re: Specify belt throuput

Thank you all for the help. 500 was just an example. Im building a factory with belt pulling by demand. Im trying to learn how to make this things so I can adjust a different value according to my needs So the belts have this throughput: Yellow: 800 items/min Red: 1600 items/min Blue: 2400 items/mi...
by Aidiakapi
Sun Jan 28, 2018 8:40 pm
Forum: Gameplay Help
Topic: Specify belt throuput
Replies: 10
Views: 4630

Re: Specify belt throuput

[see revised post below]
by Aidiakapi
Sat Jan 27, 2018 2:07 pm
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 11248

Re: [MOD 0.16] Quality of Life research

Version 2.2.x has fixed issues with effects not being set properly. I have put a workaround in place that should prevent any issues with regards to this happening now. Right now, the only thing that should cause the effects to get out of sync is manually un-researching a technology with a command (...
by Aidiakapi
Thu Jan 11, 2018 1:02 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
Replies: 26
Views: 17710

Re: [kovarex] [16.1] Items on belt creeping forward at specific position

This particular behaviour is only happening when the belt is a circle As you can very clearly see on the video I linked , it happens on straight track. It seems to be when a transition from white to blue state happens. 12 seconds in, the item after the second set of inserters on the left jumps forw...
by Aidiakapi
Thu Jan 11, 2018 12:55 am
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 50464

Re: Version 0.16.16

And another feature bites the dust. I don't see why these changes are bundled together, there's nothing prohibiting the per-item nature, and still having lanes separated. Separating the lanes avoids the issue people complain about, the per-item behavior is what facilitates the sorters and priority s...
by Aidiakapi
Sat Jan 06, 2018 11:19 pm
Forum: Resolved Problems and Bugs
Topic: [16.15] (Minor & API docs) Technology effect quick-bar-count
Replies: 3
Views: 1360

Re: [16.15] (Minor & API docs) Technology effect quick-bar-count

I initially implemented my code using the text it said in the docs "quick-bars-count", but this did not work, in figuring out why, I found it was actually called "quick-bar-count". Both LuaTechnology.effects and LuaTechnologyPrototype.effects (the only two that seem to use the Mo...
by Aidiakapi
Sat Jan 06, 2018 4:08 pm
Forum: Resolved Problems and Bugs
Topic: [16.15] (Minor & API docs) Technology effect quick-bar-count
Replies: 3
Views: 1360

[16.15] (Minor & API docs) Technology effect quick-bar-count

The effect that increases the number of quick bars is called "quick-bar-count", as seen below: { type = "technology", name = "toolbelt", effects = { { type = "quick-bar-count", modifier = 1 } }, ... }, The documentation states it's "quick-bar s -count&quo...
by Aidiakapi
Fri Jan 05, 2018 8:32 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346202

Re: Friday Facts #224 - Bots versus belts

As many have stated, I don't really see the point in nerfing logistic robots, because for more throughput, you build more bots, for more power, you build more solar. I think there are two keys design points that should be kept in mind: Allow people to play according to their playstyle. Factorio has ...
by Aidiakapi
Fri Jan 05, 2018 2:51 pm
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 11248

Re: [MOD 0.15] Quality of Life research

if you need some extra input to help troubleshoot this let me know, but it seems like something you mentioned yourself on the changelog for version 1.0 and i'm guessing 0.16 might have broken your safeguard for migrations that affect these values If you could supply me a list of mods you were using...
by Aidiakapi
Mon Dec 18, 2017 12:30 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 58612

Re: Friday Facts #221 - 0.16 is out

Having read all replies, it seems most people are either for: letting everything compress, or at least letting sideloading compress again. Personally I think, going from 4 methods (splitters, inserting on undergrounds, sideloading, and circuit timed insertion) to compress a belt to only splitters is...
by Aidiakapi
Sun Dec 17, 2017 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
Replies: 26
Views: 17710

Re: [16.1] Items on belt creeping forward at specific position

I've just ran some tests with compressing belts with the circuit network, and this bug is preventing that from functioning too. It feels safe to assume that any combinator contraptions relying on the timings of belts are broken in 0.16, even those that don't sideload, or rely on compression. This se...
by Aidiakapi
Fri Dec 15, 2017 4:22 pm
Forum: Duplicates
Topic: [16.2] Compressed corner decompressing partially
Replies: 5
Views: 1360

Re: [16.2] Several items with extreme compression on a belt

Yes, I just did some testing with this, and it seems to have probably originated from something along these lines, but the decompression is indeed very weird, so I'm going to rename the topic to indicate that's what's happening.

Video https://youtu.be/PW3X2e1jsdw
by Aidiakapi
Fri Dec 15, 2017 4:11 pm
Forum: Duplicates
Topic: [16.2] Compressed corner decompressing partially
Replies: 5
Views: 1360

[16.2] Compressed corner decompressing partially

After a belt is compressed beyond normal by rotating a corner, it'll decompress in a weird manner. The stack only gets decompressed partially. Video https://youtu.be/PW3X2e1jsdw Original report below Example I spotted this yesterday in a factory I started in multiplayer vanilla 0.16.0 (and still no ...
by Aidiakapi
Fri Dec 15, 2017 3:57 pm
Forum: Not a bug
Topic: [Rseding91] [16.3] swap_stack broken with empty LuaItemStack and cursor
Replies: 1
Views: 831

[Rseding91] [16.3] swap_stack broken with empty LuaItemStack and cursor

If the player has an item from the quickbar in his hand, whilst a script executes swap_stack, and the stacks involved are both the one the player has in their cursor and an empty LuaItemStack , it will fail and return false. Expected: Swap happens the same as it would when there is an item in the la...
by Aidiakapi
Thu Dec 14, 2017 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59579

Re: [0.16.0] Sideloading works compeltely different now

The Eriksonn wrote:Could it be this that broke my splitter based sorting furnace?
I did test belt based sorters, and they seem fine, so probably not.
by Aidiakapi
Thu Dec 14, 2017 11:23 am
Forum: Duplicates
Topic: [0.16.1] Checkboxes not raising `on_gui_click`
Replies: 5
Views: 2260

Re: Checkboxes not raising `on_gui_click`

Strange that the docs say this. I've done a lot of GUI stuff in latest 0.15, and checkboxes definitely did not fire the on_click event. I think it's a mistake to make two events input events fire for one action though. If your code can handle it fine, you can just use the same function as event hand...
by Aidiakapi
Thu Dec 14, 2017 2:02 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59579

Re: [16.0] Sideloading no longer compresses belt

This is a major change to how the game works. If it is intended by the devs, they should at least explictly tell this in the change log. If not, it should be considered a bug imo. I agree, these changes should've been mentioned in the changelog. But afaik in 0.15 there are only 4 ways to fully comp...
by Aidiakapi
Wed Dec 13, 2017 7:03 pm
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26224

Re: [kovarex] [16.0] Inserting on underground belt behaves different

Understandable, although a well known trick among veteran players, it not very intuitive. I've been doing a bit more testing, and it seems that out of the 3 ways to compress previously, only splitters remain. Sideloading now also no longer compresses: https://forums.factorio.com/viewtopic.php?f=7&am...
by Aidiakapi
Wed Dec 13, 2017 7:03 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 59579

[Kovarex] [0.16.0] Sideloading works completely different now

Since 0.16.0 sideloading onto a belt no longer increases its compression, something that was added in 0.13.0.

Video: https://youtu.be/uvBmadktii8

Go to advanced search