Search found 286 matches

by Omnifarious
Fri Aug 07, 2020 5:03 pm
Forum: Releases
Topic: Version 0.18.45
Replies: 8
Views: 46594

Re: Version 0.18.45

I like the new laser sounds a lot better. Lower frequency, and more of a hint of power to them. Thank you very much for that.

The sounds repair robots make repairing things are interesting and fun. I don't know if they even made a sound before, but they definitely do now and it's amusing and ...
by Omnifarious
Thu Jul 30, 2020 7:21 am
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 22204

Re: Version 0.18.38

Thank you! That definitely fixes the ghost stuck in the hand problem.
by Omnifarious
Thu Jul 30, 2020 1:51 am
Forum: Pending
Topic: [0.18.37] Halt and crash while fiddling with base
Replies: 2
Views: 1788

[0.18.37] Halt and crash while fiddling with base

It told me I should post the log, so here it is. It has a stack trace at the end.
by Omnifarious
Thu Jul 30, 2020 1:20 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 25697

Re: Version 0.18.37

badtouchatr wrote: Wed Jul 29, 2020 10:56 pm who releases new "major features" just 16 days before the supposed "stable 1.0" release? huh? who does that?
The Factorio team is about the only team I've seen where I suspect that kind of thing would be likely to go well. :-)
by Omnifarious
Thu Jul 30, 2020 1:17 am
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 25697

Re: Version 0.18.37



Think we might have a bug .. Pressing 'Q' to get a ghost item in hand, then pressing 'Q' again will not clear the hand. The ghost item will still stay in hand.


I have the same problen, you need to change to item in backpack


This currently causes some major issues with the Braver New World ...
by Omnifarious
Wed Jul 29, 2020 9:49 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 25697

Re: Version 0.18.37

Looking at why one mod I use is failing, it's looking like the `collision_mask` field of the 'tile-unknown' global game tile prototype is nil. That's kind of weird. It wasn't the case before this update, and I haven't changed which mods I have installed.
by Omnifarious
Fri Jul 24, 2020 4:48 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 65673

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: 1721

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 ...
by Omnifarious
Wed Jul 15, 2020 5:54 pm
Forum: Pending
Topic: [0.18.36] Biters can create nests through cliffs
Replies: 4
Views: 2614

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: 929

[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: 2614

[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 ...
by Omnifarious
Fri Jul 10, 2020 3:10 am
Forum: Releases
Topic: Version 0.18.34
Replies: 23
Views: 26429

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 ...
by Omnifarious
Fri Jun 19, 2020 2:22 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 32642

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 ...
by Omnifarious
Wed Jun 17, 2020 5:45 am
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 32642

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 ...
by Omnifarious
Fri Jun 05, 2020 4:38 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 75600

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 ...
by Omnifarious
Mon Jun 01, 2020 7:13 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 26961

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: 45987

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: 8267

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 for ...
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: 8267

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 ...
by Omnifarious
Tue May 26, 2020 6:38 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 45987

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 automatically use ...

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