Search found 443 matches

by GrumpyJoe
Wed Jul 28, 2021 10:11 am
Forum: Ideas and Requests For Mods
Topic: Mod Request: Railroad crossing block
Replies: 10
Views: 3048

Re: Mod Request: Railroad crossing block

Doubt that's possible beyond using normal gates+rails with hidden entities (signals+wires)

One may as well use a blueprint
by GrumpyJoe
Thu Jun 10, 2021 10:43 am
Forum: Ideas and Requests For Mods
Topic: Wood used for infrastructure recipes
Replies: 13
Views: 3388

Re: Wood used for infrastructure recipes

Use wooden sticks for a foundation thingie that every building/machine needs to be assembled. Could run through prototypes that are placeable and add it to every such recipe, to include mods as well?
Could be replaced by concrete for AM mk3 or something.

Wood/bricks/concrete for belt foundations?
by GrumpyJoe
Thu Jun 10, 2021 10:39 am
Forum: Ideas and Requests For Mods
Topic: Gravity Electricity storage / stone use
Replies: 7
Views: 2020

Re: Gravity Electricity storage / stone use

Is it possible to link acumulator prototype properties with miner/pumpjack ones? Only placeable on (new resource) mine shafts.
Like for example pY implements lots of special deep mines for almost any resource.
by GrumpyJoe
Tue Apr 20, 2021 10:24 am
Forum: Duplicates
Topic: Why aren't these robots repairing the walls? Makes manual repair take forever.
Replies: 7
Views: 3531

Re: Why aren't these robots repairing the walls? Makes manual repair take forever.

Part of a roboport network, port based bots already on the way? They'd need to have repair packs aviable, in chests or roboport, then they'd get a repair job assigned. If the job is already assigned, your personal bots won't do anything. The land based ones could be miles away, the game won't abort ...
by GrumpyJoe
Mon Apr 19, 2021 5:25 am
Forum: Mods
Topic: FNEI showing recipes that are unattainable
Replies: 2
Views: 1468

Re: FNEI showing recipes that are unattainable

Pretty sure there is a setting to hide such recipes Since I can't test it right now, I'd suggest you try the mod portal discussion https://mods.factorio.com/mod/FNEI/discussion Or the mod's forum thread https://forums.factorio.com/viewtopic.php?f=97&t=49461 Opening a new one will most likely onl...
by GrumpyJoe
Sun Apr 18, 2021 10:33 am
Forum: Mods
Topic: Design Help Needed: Wireless Power
Replies: 2
Views: 1127

Re: Design Help Needed: Wireless Power

Not put much thought into it while having breakfast :lol: But what about hidden energy consuming entities in large power poles? A lamp that's always on, assemblers auto set to a void recipe Call them cable resistance. It would make the power draw through fake resistance linear and I'm not an electri...
by GrumpyJoe
Wed Apr 14, 2021 5:32 am
Forum: Releases
Topic: Version 1.1.31
Replies: 8
Views: 11164

Re: Version 1.1.31

If it's only a few hours the translators are asking for, and it's not critical bugs which cause hundreds of crash reports and need a hotfix, I don't see a reason why we couldn't wait another day. It's been said above, there is no schedule for releases, so a patch can never be "late". Trans...
by GrumpyJoe
Tue Apr 13, 2021 4:33 pm
Forum: Minor issues
Topic: [1.1.31] Player model invisible in a corner of pipes
Replies: 3
Views: 1426

Re: [1.1.31] Player model invisible in a corner of pipes

Not sure about ALT mode and pipe contents, but this looks to me as if the character isn't hidden behind the underground pipe, but the sulfuric acid icon
by GrumpyJoe
Fri Apr 09, 2021 6:22 am
Forum: Not a bug
Topic: Artillery priority issues
Replies: 4
Views: 1509

Re: Artillery priority issues

Whether this is a bug or not, running into aggroed biters is something you have to deal with yourself. If you load a gun, you have to assume it will be in range of something and therefore shoot it. It might be in an active but yet unrevealed chunk. Therefore you have to protect it and not stand in t...
by GrumpyJoe
Thu Apr 08, 2021 3:59 pm
Forum: Gameplay Help
Topic: [1.1.30] No warning, if i save over an existing savefile
Replies: 20
Views: 4599

Re: [1.1.30] No warning, if i save over an existing savefile

Not saying your proposal is a bad idea, just wanted to help meanwhile ;)

Happy min/maxing
by GrumpyJoe
Wed Apr 07, 2021 10:57 am
Forum: Gameplay Help
Topic: [1.1.30] No warning, if i save over an existing savefile
Replies: 20
Views: 4599

Re: [1.1.30] No warning, if i save over an existing savefile

jodokus31 wrote:
Wed Apr 07, 2021 9:57 am

Background: I try do minmax a certain phase in the beginning and retry it several times, before i'm satisfied... But, when i want to fast reload, I sometimes save instead...
Is there a save/load shortcut key like F4/F5 in old games?
Maybe that could help in your case
by GrumpyJoe
Tue Apr 06, 2021 12:08 pm
Forum: Gameplay Help
Topic: [1.1.30] No warning, if i save over an existing savefile
Replies: 20
Views: 4599

Re: [1.1.30] No warning, if i save over an existing savefile

I recently noticed that it doesn't ask me, but I thought it was always that way in Factorio :roll: The only confirmation I remember is if you want to leave without saving. I think of it more as a feature than a bug. Are you sure? Are you REALLY sure? Last chance to make sure you are sure you want to...
by GrumpyJoe
Mon Apr 05, 2021 6:17 pm
Forum: Technical Help
Topic: [1.1.30] Cant load Savegame - Bad Zip File
Replies: 8
Views: 2345

Re: [1.1.30] Cant load Savegame - Bad Zip File

Faulidenga wrote:
Mon Apr 05, 2021 5:09 pm

Older savegames from previous games are working.

So i lost hundreds of hours of work :(
If the "older games" you tested have not autosaved while testing them, your auto save should have a working version from "zwölfter versuch"
by GrumpyJoe
Sun Apr 04, 2021 6:51 am
Forum: Questions, reviews and ratings
Topic: What mods to play?
Replies: 5
Views: 2806

Re: What mods to play?

Have not tested it alot yet, but Nullius seems interesting.
https://mods.factorio.com/mod/nullius
by GrumpyJoe
Wed Mar 31, 2021 9:26 am
Forum: Gameplay Help
Topic: Long distance circuit connection
Replies: 2
Views: 1049

Re: Long distance circuit connection

Blueprint one span of two power poles with a circuit connection.
(Circuit) cables from blueprints are built instantly, without items used
by GrumpyJoe
Tue Mar 30, 2021 9:14 am
Forum: Not a bug
Topic: [0.16.16] Tile prototype limit (255) too low
Replies: 30
Views: 16934

Re: [0.16.16] Tile prototype limit (255) too low

This limit won't be ever increased. I am sorry. y not make a patch that ups it and make it a mod so not everyone has it but peple can still up it if thay need to as space eprashin and the asfolt mod goes over the limit just by thim self (by that i meen thim being to geter gose over) "Y" y...
by GrumpyJoe
Wed Mar 24, 2021 9:57 am
Forum: Logistic Train Network
Topic: Complex rail setup and LTN
Replies: 7
Views: 2599

Re: Complex rail setup and LTN

So this has nothing to do with LTN.

I don't think using a mod to place signals is a good idea. Now I'm interested to see the map :?

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