Search found 504 matches

by Silari
Mon Jun 21, 2021 5:15 pm
Forum: Frequently Suggested / Link Collections
Topic: Female Character
Replies: 21
Views: 18786

Re: Female Character

Can Factorio please add a sex option in-game? It shouldn't be too hard as it's a simple running animation. I am very grateful for games that give myself and others this option. As eradicator said, it's a LOT more than that. There has to be an animation sheet for idling, mining, and running. Each of...
by Silari
Mon Jun 21, 2021 4:51 pm
Forum: Modding interface requests
Topic: Passenger count for vehicles
Replies: 5
Views: 1861

Re: Passenger count for vehicles

Okay maybe more than two occupants is unnecessary, but being able to say "driver only" would be nice. It is a possibility to split into 2 bools, 'allow_drivers' and 'allow_passengers'. It wouldn't be so simple, but possible If this does happen, I would suggest allowing for a passenger onl...
by Silari
Mon Jun 21, 2021 4:41 pm
Forum: Technical Help
Topic: [1.1.35] unable to save the map
Replies: 11
Views: 3971

Re: [1.1.35] unable to save the map

For an unsigned integer -28 with the first bit flipped becomes 2147483620, so quite possible you just had a random bit flip. It happens, you'll see reports of it on the forums decently often.
by Silari
Mon Jun 21, 2021 7:18 am
Forum: Not a bug
Topic: [1.1.35] Crash loading sea block pack mod
Replies: 2
Views: 1031

Re: [1.1.35] Crash loading sea block pack mod

1) This subforum is for bug reports for the game, not for mods. 2) You need to grab the mod pack zip file from the forum thread and unzip the contents to your mod folder. DO NOT update any mods. Newer versions will break it as it's not setup to deal with those changes. This specific issue is from us...
by Silari
Sun Jun 20, 2021 6:34 pm
Forum: Modding help
Topic: Unique items in MP
Replies: 8
Views: 2035

Re: Unique items in MP

1) Generate 100 different coin prototypes in data stage.... Hm, nope, this doesn't work after all. You'd also need 100 variations of each recipe. Also recipes are owned by forces, not players, so team-play wouldn't work. And in the odd case that more than 100 players join a game (not nessecarily si...
by Silari
Sun Jun 20, 2021 5:54 pm
Forum: Technical Help
Topic: Wrong Colour
Replies: 2
Views: 910

Re: Wrong Colour

Someone's posted about a similar thing before, found the thread on reddit: https://www.reddit.com/r/factorio/comme ... int_issue/

Short version - they reverted their graphics drivers to an older version and it was fixed.
by Silari
Sun Jun 20, 2021 5:47 pm
Forum: Ideas and Requests For Mods
Topic: Logistic request optimiser
Replies: 5
Views: 1919

Re: Logistic request optimiser

Not really. The logistics logic are kept fairly simple to keep calculation costs down, so it can't make decisions like that. You can use a double buffer system where your items go into a regular chest that only feeds a provider chest if there are at least 4 items - a stack inserter with a stack size...
by Silari
Sat Jun 19, 2021 10:50 pm
Forum: Mods
Topic: [MOD 1.1] Reusable Robots
Replies: 0
Views: 664

[MOD 1.1] Reusable Robots

Name: Reusable Robots Factorio Version: 1.1.x URL: https://mods.factorio.com/mod/Reusable_Robots Allows combat robots that expire due to their lifespan ending to drop a shell that can be refilled to recreate the capsule, to decrease the end cost of using them as long as they aren't destroyed. Capsul...
by Silari
Sat Jun 19, 2021 10:14 pm
Forum: Ideas and Requests For Mods
Topic: Logistic request optimiser
Replies: 5
Views: 1919

Re: Logistic request optimiser

Logistic bots already automatically take as much as their carrying capacity allows, assuming there's enough in the chest they're grabbing from, regardless of how many items are needed. If you request one, they'll try to take 4. If you request 6, two bots will try to take 4 each. They also can never ...
by Silari
Fri Jun 18, 2021 5:59 pm
Forum: Gameplay Help
Topic: Why is pollution stuck in these chunks?
Replies: 3
Views: 1628

Re: Why is pollution stuck in these chunks?

Offhand it looks like there's barely any pollution in there, but since the tiles have all been made concrete there isn't any pollution absorption anymore (concrete absorbs 0, most other tiles have a non-zero amount) so it can't dissipate. Logic for making pollution spread IIRC uses the amount in the...
by Silari
Mon Jun 14, 2021 1:31 am
Forum: Gameplay Help
Topic: 1.1.34 Playing a LAN game with my kid, sometimes objects just disappear
Replies: 4
Views: 1575

Re: 1.1.34 Playing a LAN game with my kid, sometimes objects just disappear

It's possible it's one of your mods causing it for some reason. You should see if it still happens in a vanilla game.
by Silari
Sun Jun 13, 2021 4:52 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1645
Views: 563421

Re: Simple Questions and Short Answers

As lowechen said, looks like there's nothing in the pipes to pump in. If it's supposed to be emptying, you need to rotate the pump to make it empty.
by Silari
Sat Jun 12, 2021 7:32 pm
Forum: Wiki Talk
Topic: Type for robot capsules is wrong
Replies: 3
Views: 2192

Re: Type for robot capsules is wrong

Yes but the projectile isn't the point of the capsule - the robot that's spawned is. The prototype types aren't any use to anyone but modders, and how many times is someone going to look at that page because they want the projectile prototype info? Of the three prototypes involved here, capsule->pro...
by Silari
Sat Jun 12, 2021 6:41 pm
Forum: Wiki Talk
Topic: Type for robot capsules is wrong
Replies: 3
Views: 2192

Type for robot capsules is wrong

All three of the robot capsules pages have "Prototype type projectile", which isn't right. The other capsules (grenades/slowdown/poison) are set the same, but they actually spawn a projectile, but the robot capsules spawn a combat-robot and should link to https://wiki.factorio.com/Prototyp...
by Silari
Sat Jun 12, 2021 2:41 am
Forum: Questions, reviews and ratings
Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Replies: 7
Views: 2360

Re: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!

Beyond needing less power poles, I'd imagine you can also get higher fluid throughput from chained turbines, since there's half as many fluid boxes to go through. Might not work out that way though, since they have a larger fluid box and that can slow down flow since it's based on percentage of full...
by Silari
Fri Jun 11, 2021 7:09 pm
Forum: Questions, reviews and ratings
Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Replies: 7
Views: 2360

Re: REQUEST: Update Modular Buildings Mod to 1.1

Ok crash should be fixed. Seemed to be due to the timing of the build event we fired when making an entity, which could end with our newly made entity being destroyed, before we set the fluidbox on it. Also I fixed blueprinting so robots will make double/quad versions using the appropriate number of...
by Silari
Fri Jun 11, 2021 4:20 pm
Forum: Questions, reviews and ratings
Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Replies: 7
Views: 2360

Re: REQUEST: Update Modular Buildings Mod to 1.1

Shouldn't be any issues with joining them when not idle. I tested that when working on the connection issue - I was replacing turbines in my megabases nuclear setups without any problems. Maybe I missed something with engines, didn't test those as much. Blueprinting is wacky since the double/quad bu...
by Silari
Fri Jun 11, 2021 2:19 am
Forum: Not a bug
Topic: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
Replies: 3
Views: 1173

Re: [1.1.34] Hitting Escape to cancel blueprint editing saves changes

:facepalm: Somehow Escape got set as a confirm key in my settings. Didn't notice it, since the save button only shows the first button configured, not the second. Resetting controls fixed it, so looked and found the errant setting.

So NaB.
by Silari
Fri Jun 11, 2021 2:12 am
Forum: Questions, reviews and ratings
Topic: [SOLVED] Request Update Modular Buildings Mod to 1.1 - Save UPS!
Replies: 7
Views: 2360

Re: REQUEST: Update Modular Buildings Mod to 1.1

I really have to wonder if this kind of thing even makes much of a difference anymore, with the improvements made to the fluid calculations since 0.16. So I decided to test it. Only things that had to be changed was removing the quickbar flag from the items, and removing the raise_event call and ins...
by Silari
Fri Jun 11, 2021 2:09 am
Forum: Not a bug
Topic: [1.1.34] Hitting Escape to cancel blueprint editing saves changes
Replies: 3
Views: 1173

Re: [1.1.34] Hitting Escape to cancel blueprint editing saves changes

Lemme try to reproduce it in a pure vanilla game. Don't see how any mods could affect it, since they can't touch base game GUIs, but I was able to reproduce it multiple times on several restarts while testing a mod. Thinking about it real quick, the blueprint was in my inventory and assigned to the ...

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