Search found 146 matches

by morsk
Wed Oct 25, 2023 5:48 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 6135

Re: Last User shows my steam username and not my LAN player name

That said, something that was mentioned in another thread ( 93407 ):

What I did was convert the save to a scenario, load the scenario, and then save over the original.


I guess this is the --map2scenario command line option, and then going to New Game and making a new map with that scenario. I ...
by morsk
Wed Oct 25, 2023 3:35 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 6135

Re: Last User shows my steam username and not my LAN player name

Unfortunately the save format changed sometime in 1.1 and the way I used to do this doesn't work anymore. I could not find usernames anywhere in unzipped save files, and I also searched for chat history just because it's obviously in there somewhere, and I could not find it either. I don't know if ...
by morsk
Tue Oct 24, 2023 3:25 pm
Forum: Technical Help
Topic: Last User shows my steam username and not my LAN player name
Replies: 7
Views: 6135

Re: Last User shows my steam username and not my LAN player name

Is this after changing your account name, and using commands to swap inventories?

In that case it isn't steam usernames that are the problem, but that the other character is still part of the save, and many machines were still last-used by this character. I don't think the character can be removed ...
by morsk
Sat Oct 21, 2023 5:46 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 102692

Re: Friday Facts #381 - Space Platforms

FFF notices some logistics are "incredibly annoying":
The problem was, that the actual gameplay produced by this system proved to be incredibly annoying very quickly. The reason is, that you need many different items in small quantities to build all the platform mini-factory and the only reasonable ...
by morsk
Fri Oct 13, 2023 10:17 pm
Forum: Ideas and Suggestions
Topic: Passive Requester Chests
Replies: 18
Views: 8402

Re: Passive Requester Chests


Yep. Distribute storage chests all around your explored area, and put buffer chests into your mall area, with filters what each chest should contain. Then items delivered as trash to all the storage chests are being sorted and consolidated back to the mall area in the buffer chests as second step ...
by morsk
Fri Oct 13, 2023 5:42 pm
Forum: Ideas and Suggestions
Topic: Passive Requester Chests
Replies: 18
Views: 8402

Re: Passive Requester Chests

Buffer chests are supposed to solve this. It would be better to add missing features to buffer chests than to add a whole new chest.
by morsk
Fri Oct 13, 2023 11:26 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 77258

Re: Friday Facts #380 - Remote view

Is the name a satire of the fake / stupid / psychic power "remote viewing" or is this a coincidence?
by morsk
Mon Oct 09, 2023 9:54 pm
Forum: Ideas and Suggestions
Topic: Storage Chest should act like Active Provider Chest for blacklisted items
Replies: 3
Views: 1901

Re: Storage Chest should act like Active Provider Chest for blacklisted items


The only workaround I've found was putting the chest down, setting the filter, then doing a cut and paste of the placed chest to stop any bots from coming to it and replace it with the filter in place. It is tedious!

I have a blueprint I made in /editor, of a storage chest filtered for an ...
by morsk
Mon Oct 09, 2023 1:35 pm
Forum: Gameplay Help
Topic: Pre-populated settings when updating blueprints
Replies: 4
Views: 1390

Re: Pre-populated settings when updating blueprints


How embarrassing that i have been doing it wrong all these years!
Please delete this thread.
Thanks!

Sorry, I could have explained it as a nice feature you were missing, instead of asking a question that made it sound obvious! I thought I was misunderstanding the suggestion. I'm glad you found a ...
by morsk
Mon Oct 09, 2023 1:28 pm
Forum: Ideas and Suggestions
Topic: Mining oil to unlock refinery and chem plant?
Replies: 3
Views: 1946

Re: Mining oil to unlock refinery and chem plant?

Therefore, my proposal is that in 2.0, basic oil processing will be unlocked the same way as in 1.1 and lock sulphur and plastic behind petroleum production.
This is the actual TL;DR.

I don't want this suggestion. I believe locking oil recipes is only moderately annoying, and is justified by ...
by morsk
Sun Oct 08, 2023 12:50 pm
Forum: Minor issues
Topic: [1.1.91] "Storage chest in the way" message when putting rails into it with ctrl+click
Replies: 4
Views: 1478

Re: [1.1.91] "Storage chest in the way" message when putting rails into it with ctrl+click

Okay it is this, if anyone didn't know. I didn't know this build option existed until now:
obstacle-avoidance.png
obstacle-avoidance.png (24 KiB) Viewed 1417 times
by morsk
Sun Oct 08, 2023 12:09 pm
Forum: Minor issues
Topic: [1.1.91] "Storage chest in the way" message when putting rails into it with ctrl+click
Replies: 4
Views: 1478

Re: [1.1.91] "Storage chest in the way" message when putting rails into it with ctrl+click

I confirmed this in 1.1.92 and 1.0.0.

Only on Rails. Other large items (roboport, radar) didn't generate the message.
by morsk
Sun Oct 08, 2023 11:50 am
Forum: Gameplay Help
Topic: Pre-populated settings when updating blueprints
Replies: 4
Views: 1390

Re: Pre-populated settings when updating blueprints

How is this different from the "Select new contents for blueprint," button?
Large Image
by morsk
Sat Oct 07, 2023 3:11 am
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 64602

Re: Friday Facts #379 - Abstract rewiring


I want the belt immunity equipment to be an "abstract item" that just appears as a button toggle when you put on power armor. I've been annoyed since its introduction that it's the only item other than portable solar panels that takes up a 1x1 slot in a grid. Also it's the kind of thing that would ...
by morsk
Fri Oct 06, 2023 11:51 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 64602

Re: Friday Facts #379 - Abstract rewiring

With the deconstruction planner becoming an abstract item, will it still be possible to use it in this way?
Even if we lost the option to make these blueprints with the UI, the old blueprints would probably still work, and we could copy the setting from them. I have an old blueprint that used the ...
by morsk
Fri Oct 06, 2023 12:51 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 64602

Re: Friday Facts #379 - Abstract rewiring

I notice the droopy combinator wires all the time, and I like this change.

For aesthetic reasons I would ask for a way to wire things at ground level, without going up to pole level, only to go back down again. But it already exists: a wooden box with all slots limited. I keep forgetting this, and ...
by morsk
Thu Oct 05, 2023 8:36 pm
Forum: Technical Help
Topic: Slow map download speed
Replies: 18
Views: 22821

Re: Slow map download speed

This was mine from 2019: [SOLVED] Extremely Slow Map Download on New Computer

Unfortunately the solution was changing hardware. My best guess is one half of the connection sends too many UDP packets, then over-corrects by slowing down far too much, but it is only a guess. We need more diagnostic ...
by morsk
Thu Oct 05, 2023 12:08 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 185652

Re: Friday Facts #378 - Trains on another level

I posit that when you disassemble a fully charged accumulator, it maintains its charge. And maybe it's possible to charge accumulators in an assembly line (similar to how it's possible in Dyson Sphere Program), thus allowing the player to place fully charge accumulators, which could be very useful ...
by morsk
Wed Oct 04, 2023 12:35 am
Forum: Gameplay Help
Topic: Help. I have a map with no Oil
Replies: 3
Views: 4413

Re: Help. I have a map with no Oil

You can use Change Map Settings to change oil generation, and then you have a choice of ways to regenerate oil according to the new settings.

Delete Empty Chunks, or
Regenerate Terrain, or
Script:

Code: Select all

/c game.player.surface.regenerate_entity{'crude-oil'}
by morsk
Sun Oct 01, 2023 3:58 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.92] Rail signals place wrong when using pipette
Replies: 2
Views: 1181

Re: Rail signals place wrong when using pipette [1.1.92]

I get the opposite behavior of this, also in 1.1.92

Using R to rotate a signal is not "sticky" the way inserters are splitters are, and is reset whenever you move the mouse pointer to another tile. (It's always been this way, right?)

But using the pipette DOES copy the correct rotation. I lose it ...

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