Search found 545 matches

by Illiander42
Fri Dec 13, 2024 1:07 am
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 5423

Re: Quality options for chests and trains



Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.

Also, does interrupts change any of this? Feel like a simple interrupt if the locomotive is a certain quality to go to a stop is not the worst.


Not really. And what you need is the station to be able to detect ...
by Illiander42
Thu Dec 12, 2024 12:30 pm
Forum: Balancing
Topic: Molten iron/copper on Nauvis and Calcite demand
Replies: 13
Views: 8763

Re: Molten iron/copper on Nauvis and Calcite demand

The problem is that imports are rate-limited due to there only being one landing pad.

There's only so much you can pull out of it every second, even with logi bots.
by Illiander42
Thu Dec 12, 2024 12:24 pm
Forum: Balancing
Topic: Artillery needs to be moved back to Nauvis
Replies: 63
Views: 20294

Re: Artillery needs to be moved back to Nauvis

The one problem with importing tungsten is that you are only allowed a single train station to bring it in from other planets. And it has a hard cap on how big it is.

As for artillery on Nauvis: It's the reason you rush Vulcanis first, so that you can take your time on the other planets.

And you ...
by Illiander42
Thu Dec 12, 2024 12:17 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 5423

Re: Quality options for chests and trains

Before you push for this, go do a megabase run with Bob's trains where you start with the MK1s and move up through the tiers.

Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.
by Illiander42
Tue Dec 10, 2024 3:37 pm
Forum: Balancing
Topic: Promethium science is too easy to cheese
Replies: 72
Views: 14025

Re: Promethium science is too easy to cheese

Factorio is an open-ended puzzle game.

"How the devs intended" is not important. Seriously. Surprising the devs is a good thing, and they should stop "fixing" things like explosive reactive armour for spaceships. (Especially because that fix gave us dougnut ships in a really awkward way that's a ...
by Illiander42
Thu Nov 21, 2024 3:36 pm
Forum: Ideas and Suggestions
Topic: [Elevated Rails] Large Power Pole, Water, and deep water rail pillars
Replies: 1
Views: 259

[Elevated Rails] Large Power Pole, Water, and deep water rail pillars

Any chance that unlocking deep water rail pillars can also unlock deep water big power poles?

It looks daft needing landfill for the power lines but not for the rails.
by Illiander42
Thu Nov 21, 2024 3:33 pm
Forum: Ideas and Suggestions
Topic: Ghost trains should occupy signals
Replies: 7
Views: 792

Re: Ghost trains should occupy signals

Yeap. That is exactly the reason I have dedicated train-building areas. That have no way for trains to get into them.
by Illiander42
Tue Nov 19, 2024 8:59 am
Forum: 1 / 0 magic
Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
Replies: 5
Views: 3307

Re: [2.0.17] Crash on game start (Linux Steam)

2.0.20 did not fix this.
by Illiander42
Wed Nov 13, 2024 3:27 pm
Forum: Pending
Topic: [2.0.15] Logistic network ends abruptly despite roboports being present
Replies: 4
Views: 506

Re: [2.0.15 Build 80108 Win64] Logistic network ends abruptly despite roboports being present

Double-check that the logistics areas touch? (The yellow squares)

The construction area is a bit bigger than needed to connect intuitively.
by Illiander42
Wed Nov 13, 2024 9:39 am
Forum: 1 / 0 magic
Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
Replies: 5
Views: 3307

Re: [2.0.17] Crash on game start (Linux Steam)


These lines in your log look concerning: Opening zip /home/illy/.factorio/mods/Train_Ore_Color-016_1.2.0.zip failed: I/O error
Have you tried launching steam with this flag -compat-force-slr off ?
There's more discussion about the steam runtime in this thread: https://forums.factorio.com ...
by Illiander42
Tue Nov 12, 2024 11:53 pm
Forum: 1 / 0 magic
Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
Replies: 5
Views: 3307

[raiguard][2.0.17] Crash on game start (Linux Steam)

Game doesn't even get to the splash screen. Other games work fine, fullscreen and windowed.

No mods are currently enabled except Space Age (all three)

Independent install works fine, so this is a steam intergration issue.

Factorio crashed. Generating symbolized stacktrace, please wait ...
0.281 ...
by Illiander42
Tue Oct 01, 2024 10:44 pm
Forum: Gameplay Help
Topic: Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]
Replies: 2
Views: 561

Re: Landfill being delivered to storage chest [MOD Weirdness][Not a bug]

Oooohhh... Now you bring that up, that would explain it.

It's Landfill Painting that does that, I think because it's changing which sand tile it is.
by Illiander42
Sun Sep 29, 2024 1:32 am
Forum: Gameplay Help
Topic: Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]
Replies: 2
Views: 561

Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]

I have a number of filtered storage chests (filtered to Sand3 (It's SeaBlock, so it's essentially landfill)) and I have placed large amounts of landfill blueprints and paving blueprints.

The landfill is somehow being delivered to the storage chest and there is no way it should get to a state where ...
by Illiander42
Tue Jul 30, 2024 10:29 pm
Forum: Not a bug
Topic: Fluid ingredient full, not crafting
Replies: 3
Views: 636

Re: Fluid ingredient full, not crafting

I'd have put this in "fixed for 2.0" then :mrgreen:

Do the new fluid mechanics help with the rounding errors causing things like this?
by Illiander42
Tue Jul 30, 2024 3:16 pm
Forum: Not a bug
Topic: Fluid ingredient full, not crafting
Replies: 3
Views: 636

Fluid ingredient full, not crafting

Seablock, but probably possible in vanilla.

Solder casting machine is saying it has enough fluid to craft, but isn't crafting.

This is *probably* a floating point/display bug.
by Illiander42
Sat Jun 29, 2024 11:08 pm
Forum: Ideas and Suggestions
Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
Replies: 5
Views: 2741

Re: Space Age - Planet Gleba and Pollution contributing to Spoilage

Rate would probably be a performance nightmare.

Starting point might not be?
by Illiander42
Sat Jun 29, 2024 9:03 am
Forum: Ideas and Suggestions
Topic: Mod Dependencies and Containers
Replies: 2
Views: 534

Re: Mod Dependencies and Containers

"Disable and dependencies" would be nice. Especially for the library mods that just provide tools to other mods.

"Mod containers" are already really easy to do, but you have to be willing to open up the modding tools (ie. notepad and your file browser). Just make a minimal mod with no code or ...
by Illiander42
Thu Jun 27, 2024 8:50 am
Forum: Gameplay Help
Topic: Is this 8 belt balancer efficient?
Replies: 13
Views: 4022

Re: Is this 8 belt balancer efficient?


That's overkill.

That mine doesn't need input balancing and it doesn't need unlimited throughput on 8 redbelts
First use splitters to reduce to 4 belts.
After that place a 4 to 4 belt balancer.
Splitt the output to 8 again.
After that you can use yellow belts.

I also suggest to set the input on ...
by Illiander42
Wed Jun 26, 2024 7:34 pm
Forum: Ideas and Suggestions
Topic: Trash / broken items integration
Replies: 4
Views: 700

Re: Trash / broken items integration

Science Cost Tweaker also does this. Most sciences produce scrap that can be recycled into iron/copper ore.

And ABC/Seablock has a whole heap of "I don't really want more of this here" byproducts to deal with.

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