Search found 130 matches

by Patashu
Wed Jul 12, 2017 4:59 am
Forum: Gameplay Help
Topic: Science pack 3 automation?
Replies: 5
Views: 11929

Re: Science pack 3 automation?

Science pack 3 is red circuits + engine units + electric mining drills. Electric mining drills are easy, just combine copper cable+iron plate->electric circuits, iron plate->iron gears and iron plate. Engine units are also easy, just combine iron plate->pipe, iron plate->gear and iron plate->steel. ...
by Patashu
Wed Jul 12, 2017 12:54 am
Forum: Modding help
Topic: general questions about modding
Replies: 10
Views: 2858

Re: general questions about modding

Maybe 'print' sends a message only to a specific user, so you need to call it on a specific user so only that user sees the message?
by Patashu
Tue Jul 11, 2017 11:46 pm
Forum: Spread the Word
Topic: New trailer video?
Replies: 9
Views: 5153

Re: New trailer video?

What are all the new things we've gotten since? 0.13 better multiplayer, better mod intergration flamethrower overhaul rail planner, better trains stack inserters 0.14 seems to be the 'make multiplayer stop sucking' release 0.15 nuclear power better blueprint GUI science overhaul + infinite science ...
by Patashu
Tue Jul 11, 2017 6:41 am
Forum: Technical Help
Topic: [0.15.28] Multiplayer - do pumps cause lag?
Replies: 4
Views: 1514

Re: [0.15.28] Multiplayer - do pumps cause lag?

You can use debug mode to check what is taking the most time during updates: https://wiki.factorio.com/Debug_mode F4 Find show_time_used_percent, turn it on https://forums.factorio.com/download/file.php?id=8367 Then you can disconnect different parts of your base from the power grid one by one, and ...
by Patashu
Tue Jul 11, 2017 5:46 am
Forum: Not a bug
Topic: 0.15 Blueprint Cant clear cursor [solved]
Replies: 3
Views: 1950

Re: 0.15 Blueprint Cant clear cursor

nagamon wrote:oh , i didnt noticed that i had my inv full, i have like 25 blank blueprints and im having no easy time removing them or doing something with them.
Thanks for your time : D
You should be able to delete a blueprint by right clicking it in your inventory then clicking the red 'trash' icon.
by Patashu
Tue Jul 11, 2017 3:10 am
Forum: Not a bug
Topic: Missing objects for construction counts max 601 items
Replies: 5
Views: 3136

Re: Missing objects for construction counts max 601 items

IIRC it works like this:
-Factorio only tries to dispatch 1 construction bot to construct 1 ghost per tick
-After 10 seconds, the warning for failing to construct something disappears
-10 seconds * 60 ticks per second + 1 = 601 warnings maximum
by Patashu
Tue Jul 11, 2017 12:08 am
Forum: Bob's mods
Topic: Machine speed cap?
Replies: 13
Views: 6552

Re: Machine speed cap?

I believe you are correct. (So at that point it makes more sense to add production or efficiency instead.)
by Patashu
Mon Jul 10, 2017 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
Replies: 13
Views: 6511

Re: [0.15.28] Two blueprints can't in library at the same time

You could, but it's the same amount of work as (or more work than), and less secure, than running a stronger cryoptographic hash, which is the original suggestion. (There is some good discussion on WHAT hash to use in https://forums.factorio.com/viewtopic.php?f=38&t=50663&start=80 ) Strictl...
by Patashu
Mon Jul 10, 2017 4:04 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
Replies: 13
Views: 6511

Re: [0.15.28] Two blueprints can't in library at the same time

ok how bout this for a challenge. show us two blueprints someone would actually use . :P By what metric? There is somebody who would use _every_ valid blueprint, even if only for decoration or a compendium of every single possible blueprint. --- That said, just matching a CRC to detect duplicate bl...
by Patashu
Sun Jul 09, 2017 11:09 am
Forum: Implemented mod requests
Topic: Pathfinding API
Replies: 11
Views: 5221

Re: Pathfinding API

Earendel wrote:Maybe if a path request was made and it fired an event when it finished?
This is how it works in Game Maker and Construct 2, IIRC.
by Patashu
Sun Jul 09, 2017 4:10 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
Replies: 13
Views: 6511

Re: [0.15.28] Two blueprints can't in library at the same time

That didn't take long for someone to find a collision! ;)
by Patashu
Sun Jul 09, 2017 1:16 am
Forum: Technical Help
Topic: I have a HUGE problem
Replies: 2
Views: 1028

Re: I have a HUGE problem

After a bug fix in 0.15.27, the Creative Mode mod is unable to run. Until the author of Creative Mode updates, either turn off Creative Mode mod or revert to 0.15.26.
by Patashu
Sat Jul 08, 2017 3:36 am
Forum: Railway Setups
Topic: Savefile for train testing
Replies: 22
Views: 17822

Re: Savefile for train testing

There was a change to modding in .27: 'Fixed that mods could do remote calls outside of events when the game isn't in a valid state.' This breaks any mod that does this as part of normal operation, including Creative Mode. Until the author of Creative Mode fixes the mod, you won't be able to use it ...
by Patashu
Sat Jul 08, 2017 12:06 am
Forum: Ideas and Suggestions
Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Replies: 21
Views: 7332

Re: Allow changing entity settings from radar remote view

If construction bots can remotely deconstruct and construct machines, and you can deconstruct and reconstruct a machine to set its default settings, maybe construction bots should remotely carry out any changes you make in the radar remote view. :D (I know this would be a PAIN to code, but it logica...
by Patashu
Thu Jul 06, 2017 8:54 am
Forum: Ideas and Suggestions
Topic: Add Trumpet to the Programmable Speaker
Replies: 7
Views: 2261

Re: Add Trumpet to the Programmable Speaker

I mean if all 128 general midi instruments aren't available, what's the point, right? ;)
by Patashu
Thu Jul 06, 2017 3:39 am
Forum: Duplicates
Topic: 15.27 MINOR BOILER BUG
Replies: 2
Views: 1284

Re: 15.27 MINOR BOILER BUG

This happens with flame turrets too, fyi.
by Patashu
Tue Jul 04, 2017 10:37 am
Forum: General discussion
Topic: Pico8 Factorio demake by @NuSan_fx
Replies: 1
Views: 1522

Pico8 Factorio demake by @NuSan_fx

https://twitter.com/NuSan_fx/status/881965543082905600



I don't know when this will be out, but it looks really cool!
by Patashu
Mon Jul 03, 2017 12:49 am
Forum: Ideas and Requests For Mods
Topic: stack size combinator
Replies: 4
Views: 1964

Re: stack size combinator

I can't find the thread, but I remember this was suggested before. The suggestion had two parts: Stackifier - transforms a signal (N, item) into how many items would be able to fit in N stacks of that item, e.g. (2, green circuit) would become (400, green circuit) Unstackifier - transforms a signal ...
by Patashu
Sun Jul 02, 2017 12:08 am
Forum: Ideas and Suggestions
Topic: Split powersupply in AC/DC
Replies: 6
Views: 2609

Re: Split powersupply in AC/DC

Out of curiosity does any game simulate AC/DC and voltages and so on that isn't an outright circuit simulator program? When I first learned about the different poles in Factorio I was worried that I was going to have to learn all of it, but my fears were quickly abated when I actually placed one :lol:
by Patashu
Fri Jun 30, 2017 5:39 am
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 302082

Re: You know you play Factorio too much when...

ATM when I dream about playing a video game there's about a 50% chance that there'll be some Factorio like element inside of it (usually the belts).

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