Search found 315 matches

by Stringweasel
Sat Oct 21, 2023 7:42 am
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

This seems similar to what I investigated here https://alt-f4.blog/ALTF4-52/. Many mega-base builders also know about this limiation, and try to limit isolated network. There's even a mod to locate isolated networks to improve UPS. It's of course easy to reproduce by spawning many isolated power pol...
by Stringweasel
Thu Oct 19, 2023 10:42 am
Forum: Implemented for 2.0
Topic: positionless player.play_sound()
Replies: 8
Views: 1043

Re: positionless player.play_sound()

That would be awesome! It's been requested here as well by me :) 98618
by Stringweasel
Mon Oct 16, 2023 7:09 am
Forum: Mods
Topic: Is Krastorio 2 stable yet?
Replies: 2
Views: 698

Re: Is Krastorio 2 stable yet?

It's definitely stable, already for some time, maybe even years.
by Stringweasel
Wed Oct 11, 2023 8:10 pm
Forum: Bug Reports
Topic: [1.1.91] Extreme belt speed/splitter bug.
Replies: 5
Views: 809

Re: [1.1.91] Extreme belt speed/splitter bug.

Maybe each transport belt lane of the splitter can do a maximum of 60 items per second, in some conditions?
by Stringweasel
Fri Sep 22, 2023 5:35 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19150

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

ickputzdirwech wrote:
Fri Sep 22, 2023 4:01 pm
Feels got to move this from “Outdated/Not implemented” to “Implemented Suggestions” :D

(Even though it’s still a while until 2.0 comes out)

See 108862
Might need to be in the "Implemented for 2.0" instead :)
by Stringweasel
Fri Sep 22, 2023 7:21 am
Forum: Technical Help
Topic: [1.1.91] Can't create game without active internet
Replies: 2
Views: 358

Re: [1.1.91] Can't create game without active internet

Is this because i host a game instead of create a single player game? Yes Is there something i can do to still play today? Yes. I'm not at my personal laptop so not 100% sure of the menu items. But you would have to go "Single Player" -> "Load Game" and then find your save-file ...
by Stringweasel
Fri Sep 15, 2023 11:55 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 55654

Re: Friday Facts #376 - Research and Technology

The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it. I do think there is a little room for improvement here. My m...
by Stringweasel
Fri Sep 15, 2023 11:26 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 55654

Re: Friday Facts #376 - Research and Technology

The last very frequent opinion was, that it would be better use this opportunity to introduce a lot of interesting custom recipes to get all the qualities of different items. But avoiding this was the cornerstone of the design. I prefer quality much more than adding multiple tier recipes. It clutte...
by Stringweasel
Tue Sep 12, 2023 11:17 am
Forum: Ideas and Suggestions
Topic: Seperate Overlay for Building Rarity
Replies: 4
Views: 556

Re: Seperate Overlay for Building Rarity

It would be cool to have some toggles like in the map view. The different toggles could be: - Show recipe/item overlay (old alt mode) - Show inserter/miner/etc arrows - Show quality - Show electric network (nice to have)(similar to Pipe Visualizer or Oxygen Not Included) - Show fluid network (nice t...
by Stringweasel
Sat Sep 09, 2023 5:50 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 127204

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by Stringweasel
Wed Sep 06, 2023 9:00 am
Forum: Modding help
Topic: [Fluidic Power] I need help supporting diagonal poles in 2.0
Replies: 0
Views: 236

[Fluidic Power] I need help supporting diagonal poles in 2.0

Hello! What One of the annoying caveats of Fluidic Power is that you can only place poles in cardinal directions. This limitation is because the poles need a underground fluid connection to each other, and these connections are only in straight directions. However, in Factorio 2.0 we will have linka...
by Stringweasel
Fri Aug 25, 2023 12:10 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 69437

Re: Friday Facts #373 - Factorio: Space Age

Epic! It's going to be a long wait, but very excited! Especially now that there will be a weekly FFF!

Kind of expected it to be space related. Curious now how SE will change once the expansion drops when it has new engine mechanics to play with.
by Stringweasel
Thu Aug 17, 2023 4:57 am
Forum: Resolved Requests
Topic: Frame Sequence code heading not commented
Replies: 2
Views: 464

Re: Frame Sequence code heading not commented

Bilka wrote:
Wed Aug 16, 2023 7:42 pm
Thanks for the report, fixed for the next version.

(Checking on the type that you contributed to? :D)
You got me XD
by Stringweasel
Wed Aug 16, 2023 6:49 pm
Forum: Resolved Requests
Topic: Frame Sequence code heading not commented
Replies: 2
Views: 464

Frame Sequence code heading not commented

First! So close...

The third example in https://lua-api.factorio.com/1.1.89/typ ... l#examples should have the heading commented, just like the other examples.
by Stringweasel
Thu Jul 27, 2023 9:35 pm
Forum: Ideas and Requests For Mods
Topic: [Mod idea] Flying base-tron
Replies: 1
Views: 425

Re: [Mod idea] Flying base-tron

For a simple flying spidertron you can look at Space Spidertron. Doesn't have guns though
by Stringweasel
Thu Jul 20, 2023 11:25 am
Forum: Modding help
Topic: [SOLVED]Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.
Replies: 2
Views: 511

Re: Struggling with item icons. Error : Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon

I am trying to make a mod and I keep getting this error: Failed to load mods: Error while loading item prototype "Turbine-MK2" (item): Value must be a dictionary in property tree at ROOT.item.Turbine-MK2.icons.icon Modifications: Turbine MK2 here my code: --item.lua local turbin_MK2_item ...
by Stringweasel
Fri Jul 14, 2023 7:09 am
Forum: Modding help
Topic: How to use .Insert if I already know the Unit_Number of the chest?
Replies: 10
Views: 982

Re: How to use .Insert if I already know the Unit_Number of the chest?

There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.my...
by Stringweasel
Sun Jun 25, 2023 9:13 pm
Forum: Modding interface requests
Topic: take_screenshot flag for train status text
Replies: 2
Views: 513

Re: take_screenshot flag for train status text

IMHO the train status should be in the tooltip, just like all the other information in the game. Not a random floating text. Then we wouldn't have this odd issue :)

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