Search found 524 matches

by GrumpyJoe
Fri Aug 23, 2024 8:00 pm
Forum: Off topic
Topic: The Crust Factory Game
Replies: 1
Views: 4499

Re: The Crust Factory Game

About a week before release (beta?) I saw an ad on Twitter. The trailer is only CGI cutscenes and makes it feel a little bit like ANNO 2205 (I think that's the number. The one you go to the moon)

There are now plenty of Youtubers showing it. If you follow basebuilding people, I'm sure you'll find ...
by GrumpyJoe
Sun Aug 18, 2024 6:29 am
Forum: Releases
Topic: Version 1.1.110
Replies: 2
Views: 22655

Re: Version 1.1.110

So Dosh must stay on .109? :lol:
by GrumpyJoe
Fri Aug 02, 2024 10:43 am
Forum: Mods
Topic: Fast Suite
Replies: 1
Views: 489

Re: Fast Suite

You forgot to add the mod page link. You did include one in your other post ;)
by GrumpyJoe
Tue Jul 30, 2024 3:12 pm
Forum: Bob's mods
Topic: How do you go back to classic long inserters in Bob's and Angels?
Replies: 2
Views: 946

Re: How do you go back to classic long inserters in Bob's and Angels?

You can set lenght with Shift (or CTRL?) + L if you don't wanna use the checkbox UI.

But im pretty sure "Bob's adjustable inserters" is a mod on it's own. If you wanna use angled inserters there probably isn't a way to fix your problem, otherwise just deinstall it.
by GrumpyJoe
Tue Jul 30, 2024 2:15 pm
Forum: Gameplay Help
Topic: Is there a way to scale the recipe icons in the map?
Replies: 6
Views: 1134

Re: Is there a way to scale the recipe icons in the map?

Looks like pY?
Maybe pY modders can help? Ive never seen anything that big in map view, might be in their icon settings?
by GrumpyJoe
Thu Jul 18, 2024 4:38 pm
Forum: Technical Help
Topic: [1.1.109] Game freezes / excessive load and save times
Replies: 11
Views: 1280

Re: [1.1.109 (build 62)] Game freezes / excessive load and save times



How far have you explored and polluted ?
I have visited most of the planets on the original system and built bases on 5 or 6 of them. It sounds like part of my problem is I let the satellite scan the entire surface of many of the planets, that would explain the map size. I suspect there is no ...
by GrumpyJoe
Thu Jul 11, 2024 4:23 am
Forum: Logistic Train Network
Topic: Every now and then a train just stops working
Replies: 3
Views: 1096

Re: Every now and then a train just stops working

If it's really an integer overflow, I think it can happen.
But that brings up the question why you had requested so much before. And if you haven't, where do these come from?

Save game or at least some pictures would help us help you.
by GrumpyJoe
Thu Jul 11, 2024 4:19 am
Forum: Logistic Train Network
Topic: Train sends unexpected signal when arriving at multiple provider station
Replies: 1
Views: 748

Re: Train sends unexpected signal when arriving at multiple provider station

Welcome to thw forums.

Please use picture upload to forum, that way it would be easier for mobile reading. Can't put two tabs side by side.

Also, if you wouldn't mind people seeing your whole base, provide a save with location info of that station. Easier to 'debug' ingame.
by GrumpyJoe
Wed Jul 03, 2024 4:01 am
Forum: Modding help
Topic: new and need help with giving a machine custom functionality
Replies: 2
Views: 460

Re: new and need help with giving a machine custom functionality

If you're already good with Lua, you need to get yourself familiar with the Data Life Cycle and the API

I'm no expert in either of those, but it seems that dynamicly changing inventory size is only possible for the player through inventory size bonus, which seems exclusive to player armor and ...
by GrumpyJoe
Mon Jun 24, 2024 2:15 pm
Forum: Ideas and Suggestions
Topic: Toggle Ghost Visibility in Shortcut Bar
Replies: 9
Views: 2187

Re: Toggle Ghost Visibility in Shortcut Bar



1.)
...when attempting to clear out trees, rocks, and other obstacles, which causes annoying accidental ghost removal.

2.)Another problem I frequently encounter is that it is very difficult to use blueprinting tools to capture just non-ghost entities when ghosts are around.


3.) Finally ...
by GrumpyJoe
Mon Jun 24, 2024 2:00 pm
Forum: Not a bug
Topic: [1.1.109] Inserter tooltip reports incorrect hand stack size
Replies: 4
Views: 1020

Re: [1.1.109] Inserter tooltip reports incorrect hand stack size

curiosity wrote: Sun Jun 23, 2024 11:55 pm
3. As a member of the player force, see that the tooltip of the enemy inserter reports your force's bonus.
Imho, this is right.
Its a tooltip, not a spytip.
It shows you what you'd get, if you were to build that entity for your force.
by GrumpyJoe
Wed Jun 19, 2024 3:51 am
Forum: Duplicates
Topic: Keybinds cut off in German localization (Change translation of keys?)
Replies: 6
Views: 1123

Re: Keybinds cut off in German localization (Change translation of keys?)

As someone whose first language is german, I suggest you play english if this bothers you.

German translations are always weird. Why would anyone need a word like UMSCHALTTASTE for CAPS and STEUERUNGSTASTE for CTRL, instead of your suggested shorter versions?

I never play German translations ...
by GrumpyJoe
Tue Jun 18, 2024 4:02 am
Forum: Combinator Creations
Topic: Uranium Processing Optimised Blueprint
Replies: 5
Views: 30153

Re: Uranium Processing Optimised Blueprint

simonk24 wrote: Sat Jun 15, 2024 9:15 pm I cant seem to figure out how the assembling machines are supposed to get u-235. Is there something missing in this blueprint? Or am ! missing something?
Those a Centifuges, not AMs
by GrumpyJoe
Fri Jun 14, 2024 11:02 am
Forum: Implemented Suggestions
Topic: Quality of items in Factorio 2.0
Replies: 15
Views: 9359

Re: Quality of items in Factorio 2.0

Could just be a mod loading order thingie? Recyclers could recycle more when they are better quality?
fff-399-scrap-recycling-recipe.png
fff-399-scrap-recycling-recipe.png (86.03 KiB) Viewed 9196 times
by GrumpyJoe
Sun Jun 09, 2024 4:48 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Bulk production mod
Replies: 1
Views: 645

Re: [Idea] Bulk production mod

If you have an idea you think is cool to play with, just upload it.

You'll get more response/download from people discovring it through a release forum post or "recently updated" on the mod portal, than people answering a question like this.
by GrumpyJoe
Sun Jun 09, 2024 4:32 pm
Forum: 1 / 0 magic
Topic: [1.1.107] Audio is disabled from startup due to some initialization error.
Replies: 4
Views: 1005

Re: [1.1.107] Audio is disabled from startup due to some initialization error.

Look if patching to 1.1.108+ fixes this

.108 had a fix to an audio problem
by GrumpyJoe
Thu Jun 06, 2024 12:06 pm
Forum: Ideas and Suggestions
Topic: Missing/Required ingredients as a signal
Replies: 2
Views: 557

Re: Missing/Required ingredients as a signal

Read hand content. Either pulse or duration.

If you meant what an inserter COULD pick up, I believe you can read assemblers in 2.0. Shoild be able to read ingredients
by GrumpyJoe
Thu May 09, 2024 8:00 pm
Forum: General discussion
Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
Replies: 6
Views: 4934

Re: Space Age, Quality (and a little bit of elevated Rails)



I try to not think too much about how 2.0 will work out in the end.

...


Interesting way of thinking about it, which I can even relate to.

However, I'm pretty sure Wube is "only" polishing right now. The time it took for the new-new rails, even before elevation, according to that FFF ...
by GrumpyJoe
Thu May 09, 2024 4:26 pm
Forum: General discussion
Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
Replies: 6
Views: 4934

Space Age, Quality (and a little bit of elevated Rails) FAQ

So, after a recent post about what can be expected from the expansion package, I was again browsing through "old" FFFs and their forum threads, when I noticed something odd?*

It could have been answered in the Quality thread, but that alone has 41 pages already.

So, here is what made me go ...

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