Search found 168 matches

by DarkShadow44
Tue Aug 03, 2021 5:40 pm
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 115
Views: 33552

Re: pY Alternative Energy - Discussion

In the announcement of this mod, as I understand it, it is indicated that this mod is not compatible ("too much work") with some of your other works, such as high-tech and alien life. AFAIK, this mod will be compatible with the full pyanodon mod set. Just not with other major mods, e.g. A...
by DarkShadow44
Thu Jul 29, 2021 7:50 pm
Forum: Won't implement
Topic: Add multithreading/parallelization options
Replies: 8
Views: 3691

Re: Add multithreading/parallelization options

I have a mod which can run for about 10 minutes on a single tick, at 100% CPU, processing loads of independent changes across literally the entire map. I don't really care what it takes for me to implement multithreading, this is a perfect use case. May I ask what you are doing that long? :shock: I...
by DarkShadow44
Tue Jul 27, 2021 4:01 pm
Forum: Not a bug
Topic: [1.1.36] Mod dependencies are not automatically activated when installing mod
Replies: 7
Views: 1033

Re: [1.1.36] Mod dependencies are not automatically activated when installing mod

Rseding91 wrote:
Tue Jul 27, 2021 3:52 pm
Explicitly enabling a mod enables all of the required dependencies recursively. So there is no pain to find/enable them.
Yes, I usually disable the new mod and explicitly reenable it. Although I'd prefer it to do that automatically, I see where you're coming from.
by DarkShadow44
Sun Jul 25, 2021 12:45 am
Forum: Ideas and Suggestions
Topic: Assembler crafting buttons
Replies: 20
Views: 2166

Re: Assembler crafting buttons

I don't really see the point of that... Shouldn't you be automating that assembler anyways? For everything else, there's handcrafting.
by DarkShadow44
Thu Jul 22, 2021 12:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Filter inserters' filter setting is not kept when built from blueprints under certain conditions.
Replies: 3
Views: 1424

Re: Filter inserters' filter setting is not kept when built from blueprints under certain conditions.

Just to be sure, this only happens when in step 6 you "Connect" the inserter without connecting a wire, right? Using the logistics network checkbox "Connected", that is.
by DarkShadow44
Thu Jul 22, 2021 12:49 pm
Forum: Minor issues
Topic: [1.1.35] Overlapping construction areas count "missing construction material" wrong.
Replies: 5
Views: 813

Re: [1.1.35] Overlapping construction areas count "missing construction material" wrong.

What's with the attitude? Maybe because of https://forums.factorio.com/viewtopic.php?f=23&t=99360&p=549817. Although the devs are right, it's NaB. Take the following situation: Two roboports (left and right) far enough away to be own networks, building in the middle. My test results: - Righ...
by DarkShadow44
Thu Jul 22, 2021 12:30 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.35] game.auto_save persists after error+load
Replies: 5
Views: 1554

Re: [1.1.35] game.auto_save persists after error+load

eradicator wrote:
Thu Jul 22, 2021 11:14 am
Why can't you just remove that flag when a new game is loaded?
Just so that I understand you correctly, you don't need it to save before the error, you just want it to mistakenly save a loaded map?
It would make sense to clear that flag on load, even if that case should never happen.
by DarkShadow44
Wed Jul 21, 2021 7:46 pm
Forum: PyMods
Topic: Late-earlygame coal gasification plant
Replies: 9
Views: 1405

Re: Late-earlygame coal gasification plant

Can you share a save/blueprint so we can take a closer look? :D
by DarkShadow44
Wed Jul 21, 2021 4:17 pm
Forum: Not a bug
Topic: [1.1.36] Mod dependencies are not automatically activated when installing mod
Replies: 7
Views: 1033

Re: [1.1.36] Mod dependencies are not automatically activated when installing mod

There is a setting for automatically enabling new mods, but this does not affect dependencies. They are not reenabled, which means enabling just the new mod doesn't do much.
by DarkShadow44
Tue Jul 20, 2021 7:41 pm
Forum: Not a bug
Topic: [1.1.36] Mod dependencies are not automatically activated when installing mod
Replies: 7
Views: 1033

[1.1.36] Mod dependencies are not automatically activated when installing mod

Minor follow up to https://forums.factorio.com/viewtopic.php?f=7&t=99343 Let's say I have "angelsrefining" installed, but not enabled (important). When I now install "angelspetrochem", it will be automatically activated, but its dependency "angelsrefining" won't be....
by DarkShadow44
Tue Jul 20, 2021 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [1.1.36] Mod dependencies are re-downloaded if they are disabled but already exist
Replies: 3
Views: 1361

[Rseding] [1.1.36] Mod dependencies are re-downloaded if they are disabled but already exist

Let's say I have "angelsrefining" installed, but not enabled (important).
When I now install "angelspetrochem", it will re-download "angelsrefining", despite it already existing.
by DarkShadow44
Mon Jul 12, 2021 9:09 am
Forum: Balancing
Topic: Walls need to be cheaper
Replies: 11
Views: 2028

Re: Walls need to be cheaper

Don't think this should be changed in vanilla Factorio. Buuut, this should be very easy to mod!
by DarkShadow44
Fri Jul 09, 2021 3:41 pm
Forum: Gameplay Help
Topic: Copy/Paste Train Equipment? Is there a mod?
Replies: 2
Views: 430

Re: Copy/Paste Train Equipment? Is there a mod?

Wait, since when do locomotives have equipment grids? Is that from a mod?
by DarkShadow44
Thu Jul 08, 2021 7:30 pm
Forum: Technical Help
Topic: Corrupt map: Unknown tile 246
Replies: 13
Views: 1876

Re: Corrupt map: Unknown tile 246

posila wrote:
Thu Jul 08, 2021 7:25 pm
The problem is, the tile it erred on, is not the place that is corrupted. It is just the first place the game has detected the value it read from the binary stream is not valid.
Sorry, I don't understand. It's a bitflip in the tile data, no?
by DarkShadow44
Thu Jul 08, 2021 7:06 pm
Forum: Gameplay Help
Topic: Debugging an issue: Trying to find what is causing robots to self destruct
Replies: 6
Views: 882

Re: Debugging an issue: Trying to find what is causing robots to self destruct

Well, by excluding mods you make it easier to track down the problem. Once you get a save that reproduces the issue reliably (factorio is deterministic after all) it should be fairly easy. So setting up that scenario is pretty tough. Basically you have to be at a certain point (mid or end game) in t...
by DarkShadow44
Thu Jul 08, 2021 6:33 pm
Forum: Gameplay Help
Topic: Debugging an issue: Trying to find what is causing robots to self destruct
Replies: 6
Views: 882

Re: Debugging an issue: Trying to find what is causing robots to self destruct

I don't know about any commands, but removing mods one by one would help narrow it down. I could help with that, if you gave me a way to reproduce. :)
by DarkShadow44
Thu Jul 08, 2021 6:27 pm
Forum: Technical Help
Topic: Corrupt map: Unknown tile 246
Replies: 13
Views: 1876

Re: Corrupt map: Unknown tile 246

Agreed, noone said the game should fix the bitflip, but an option to continue loading with an error tile set at that position would be great. Better than losing the entire save, and should be easy to implement as well.
by DarkShadow44
Wed Jul 07, 2021 12:01 pm
Forum: Gameplay Help
Topic: Why do beacons show so much needed power?
Replies: 4
Views: 594

Re: Why do beacons show so much needed power?

I see, thanks for the explanation!

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