Search found 260 matches

by Omnifarious
Fri Jul 24, 2020 4:48 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 18467

Re: Friday Facts #357 - Nuke

Thank you very much for the nuke update. I really look forward to seeing both it and the blueprints in the game. They both look like awesome changes. I was nearly positive you'd make the nuke a lot more impressive before 1.0. :-)
by Omnifarious
Wed Jul 22, 2020 2:05 am
Forum: Resolved Problems and Bugs
Topic: Error 500 on website
Replies: 1
Views: 374

Re: Error 500 on website

I have a similar problem, and I think it has a lot to do with whether or not you commented in the discussion for a mod that was removed completely by the devs. This is causing a huge problem for me because it's preventing me from figuring out which of my mods is being commented on and what the comme...
by Omnifarious
Wed Jul 15, 2020 5:54 pm
Forum: Pending
Topic: [0.18.36] Biters can create nests through cliffs
Replies: 4
Views: 488

Re: [0.18.36] Biters can create nests through cliffs

Loewchen wrote:
Wed Jul 15, 2020 3:29 pm
Post a save showing this actually happening please.
I can post a save where it happened in the past and have myself standing where it happened. But I cleared out the nest before I realized I'd seen a bug, and so I don't have a save showing the immediate aftermath.
by Omnifarious
Wed Jul 15, 2020 3:22 pm
Forum: Duplicates
Topic: [0.18.36] Inserter GUI does not update when research completed
Replies: 1
Views: 175

[0.18.36] Inserter GUI does not update when research completed

If you have the research queue on, and you have the inserter GUI open when research finishes for an inserter stack size increase, the stack size showing in the GUI for the inserter does not update.

This is a minor nit. But I thought it might be worth fixing before 1.0.
by Omnifarious
Wed Jul 15, 2020 3:20 pm
Forum: Pending
Topic: [0.18.36] Biters can create nests through cliffs
Replies: 4
Views: 488

[0.18.36] Biters can create nests through cliffs

I recently had a game in which I was using cliffs as a barrier. I had properly walled up all the tiny chokepoints that would enable to biters to escape past the cliff wall. They did anyway. The way they did this was by nesting right next to cliffs. When a new spawner was created from this, it was cr...
by Omnifarious
Fri Jul 10, 2020 3:10 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 13568

Re: Version 0.18.34

most of the time, if i want to have about a full stack of something, i set the requests to something like from 80% or 90% of a stack size to one stack, so when bots deliver slightly more than the minimum, neither i get another stack, nor they have to fly all the way back to put it to some random st...
by Omnifarious
Fri Jun 19, 2020 2:22 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 15572

Re: Version 0.18.32

It not being 0.5 is because the circuit network operates on integers...but they could've made it round up instead of down. I don't know what the rationale for doing it this way was. You're mistaken in saying that circuits round down. As an experiment, divide -7 by 3. Since the game truncates, the g...
by Omnifarious
Wed Jun 17, 2020 5:45 am
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 15572

Re: Version 0.18.32

I really like the new beacon design. I think it's a big improvement over the original, and an even bigger improvement over the previous design you considered. I do think Walkable Beacons and Down The Rabbit Hole make them better. Though I think the first of those two makes the hit-box too small. I a...
by Omnifarious
Fri Jun 05, 2020 4:38 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 27025

Re: Friday Facts #350 - Electric mining drill redesign

Would be interesting to see the animations at max speed :D <.... nifty animation elided ....> I really like the new mining drill. I'm still not necessarily sold on the new icon. But, it does indeed much more closely resemble the actual entity than the old icon. Is there any fluid sloshing or spatte...
by Omnifarious
Mon Jun 01, 2020 7:13 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 10961

Re: Version 0.18.29

FactorioBot wrote:
Mon Jun 01, 2020 2:19 pm
Graphics
  • Reworked Engine unit icon.
I like the new engine icon a lot better than the previous one. Thank you for updating it. It looks a bit like a hot-rod engine now. :-)
by Omnifarious
Sat May 30, 2020 10:33 am
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17436

Re: Version 0.18.27

5thHorseman wrote:
Sat May 30, 2020 10:16 am
Aww this somewhat implies that the iconic look of the miners will be gone. I understand because they make no sense (I mean, flywheels? fans? what are those?) but still... Iconic.
Why do you assume they're going to change the electric miners and not the icon?
by Omnifarious
Thu May 28, 2020 8:26 pm
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 2307

Re: Read inserter stack size from the picked item's channel

Heya folks (first post), I've written a guide to creating fast & exact inserter systems: https://mason-larobina.github.io/factorio/2020/05/23/logistic-train-evolution.html I'm using an index trick to isolate individual items for processing one at a time. This allows me to set a second signal fo...
by Omnifarious
Thu May 28, 2020 8:18 pm
Forum: Ideas and Suggestions
Topic: Read inserter stack size from the picked item's channel
Replies: 13
Views: 2307

Re: Read inserter stack size from the picked item's channel

It seems to me that you could just filter the cargo wagon slots: Yeah, I tried that. But the inserters would get stuck holding an item that couldn't fit in the inventory and not pick up any of the other items that could go in the inventory. That works for one chest per item, (and I notice that you ...
by Omnifarious
Tue May 26, 2020 6:38 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17436

Re: Version 0.18.27

No. If you select '*' and '+' for an arithmetic combinator, then the '*' on the output means "Apply the operation to each input signal."....So, having many request slots on a chest is extremely useful for 'some of everything' kinds of trains. ...The filter inserter would just automaticall...
by Omnifarious
Tue May 26, 2020 6:15 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17436

Re: Version 0.18.27

It would be even more helpful if '*' was allowed for setting the stack size on filter inserters. ;-) I'm confused... isn't that just the same as not limiting? No. If you select '*' and '+' for an arithmetic combinator, then the '*' on the output means "Apply the operation to each input signal....
by Omnifarious
Tue May 26, 2020 4:36 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17436

Re: Version 0.18.27

In general, I really like the new icons. I especially like how most of them are clearer and cleaner than the previous icons. Many of them also look better on belts. And I really like the new icons for batteries. I always considered your replacement for the trademarked batteries to be something of a ...
by Omnifarious
Tue May 26, 2020 4:10 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 17436

Re: Version 0.18.27

arrow in my gluteus wrote:
Tue May 26, 2020 3:46 pm
Increased logistic filter count for requester and buffer chests from 12 to 30.
You have no idea how much helpful this is for me.
It would be even more helpful if '*' was allowed for setting the stack size on filter inserters. ;-)
by Omnifarious
Wed May 13, 2020 4:46 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 12558

Re: Version 0.18.24

To be learned: never ever update the first few hours after a release - this holds for EVERY software everywhere. The final test step with mods I maintain is to have a game that uses the mod and test out loading it up and updating from the mod portal. I did that after a couple of hard lessons learne...
by Omnifarious
Sat May 02, 2020 1:00 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 19488

Re: Version 0.18.22

Heh, prompted by Pi-C's society scandals in long past newspapers, I checked the API doc history of course. The first mention of "all" and "script-only" being dropped was in fact 15.24's change notes as Koub has just revealed. At that time, LuaCustomInputPrototype wasn't even doc...
by Omnifarious
Fri May 01, 2020 4:46 am
Forum: Mods
Topic: [0.17] Even Distribution
Replies: 50
Views: 22578

Re: [0.17] Even Distribution

There's a bug report on the mod portal for you 321freddy. 0.18.22 broke your mod by finally removing the "script-only" custom input flag for CustomInput prototypes. They deprecated that value for 'custom' sometime in the 0.15 series. :-/

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