Search found 68 matches
- Mon Dec 09, 2019 10:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1382735
Re: Development and Discussion
About the only time I've used barrels is AngelBobs sulfuric acid, because it's so commonly used. I made a belt loop, acid barrels going out and splitting off to barrel machines, and a return line for empties right next to it. I don't know if I would have had throughput issues just using pipes, and I...
- Sat Nov 02, 2019 9:04 pm
- Forum: News
- Topic: Friday Facts #319 - New T-shirts & Lua event filtering
- Replies: 35
- Views: 16521
Re: Friday Facts #319 - New T-shirts & Lua event filtering
On a topic of Lua. Did you investigated using LuaJIT instead of normal Lua? It is very compatible with lua scripts and even Lua C APIs, and do provide substantial performance boost in many cases, it also includes very fast interpreter and essentially is never slower than normal Lua. It is supported...
- Thu Oct 17, 2019 7:36 pm
- Forum: Ideas and Requests For Mods
- Topic: Angelbob cleanup
- Replies: 2
- Views: 1312
Re: Angelbob cleanup
A few relevant mods that are not exactly what you want: https://mods.factorio.com/mod/Hexy_AngelBob_Tweaks optionally removes bob's electrolyzers and chemical plants, along with a bunch of other things. https://mods.factorio.com/mod/AngelBob_Better_Concrete does things in the opposite way you want, ...
- Fri Jul 26, 2019 3:13 pm
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279838
Re: Friday Facts #305 - The Oil Changes
For the avoidance of doubt, please can you confirm what the exact inputs and outputs of the proposed new Basic Oil Processing recipe is? Is it 100 crude in, 100 petroleum out? Is it 100 crude in, 40 petroleum out? That's in the FFF- 100 crude in, 45 petro out: https://cdn.factorio.com/assets/img/bl...
- Mon Jul 22, 2019 6:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Planning facility
- Replies: 4
- Views: 1492
- Fri Jul 19, 2019 3:00 am
- Forum: Duplicates
- Topic: Objects missing robots/Needed objects changing randomly
- Replies: 5
- Views: 1728
Re: Objects missing robots/Needed objects changing randomly
Generally this is the last 600ish ghosts processed that'll have active alerts. I also have seen up to 1201 ghosts being processed normally at the same time. This seems like a much higher number than 600. How is this possible if the game only handles the 600ish ghosts that sometimes appear to be the...
- Thu Jul 18, 2019 1:33 pm
- Forum: Ideas and Requests For Mods
- Topic: Geothermal energy with water and steam
- Replies: 2
- Views: 969
Re: Geothermal energy with water and steam
https://mods.factorio.com/mod/Geothermal is close, the drills don't need water but also don't produce steam directly; you need to convert their superheated water to steam first, which requires regular water.
- Wed Jun 12, 2019 2:05 pm
- Forum: Not a bug
- Topic: [0.17.48] Placing blueprint gives message
- Replies: 2
- Views: 869
Re: [0.17.48] Placing blueprint gives message
Miniloader mistakenly left in a debug message that should be removed in the latest version.
- Thu Apr 18, 2019 2:39 pm
- Forum: Not a bug
- Topic: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
- Replies: 8
- Views: 2413
Re: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
Like is said the 50 (hyperbole) other topics about this kind of thing, the devs generally don't define science pack prerequisites for multi-level techs like this, to avoid clutter in the tech tree.
- Tue Apr 09, 2019 4:34 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57717
Re: Friday Facts #289 - Character GUI
If you want to move precisely in the same direction as a belt an automatic disable would still be annoying. So as I see it a toggle definitely would be better. Though making the toggle between fully on and on except when moving with a belt wouldn't be bad at all.
- Wed Apr 03, 2019 2:55 pm
- Forum: Not a bug
- Topic: [0.17.24] Items in quick bar apear multiple times
- Replies: 4
- Views: 1485
Re: [0.17.24] Items in quick bar apear multiple times
IIRC the default keybinding is different on Mac, try command + right click.
- Tue Apr 02, 2019 6:44 am
- Forum: Not a bug
- Topic: [0.17.23] Splitter bug?
- Replies: 7
- Views: 3434
Re: [0.17.23] Splitter bug?
The wiki is not meant to be a repository for blueprints, and so the balancer blueprints were removed. You'll have to go to a dedicated third party site like factorioprints.
- Tue Apr 02, 2019 6:41 am
- Forum: Not a bug
- Topic: [0.17.23] Keybindings don't recognize s + d + escape
- Replies: 3
- Views: 1361
Re: [0.17.23] Keybindings don't recognize s + d + escape
To be clear, can you press that combination and get results outside of Factorio? Some keyboards have physical limits of how they recognize simultaneous button presses, due to their underlying design.
- Sun Mar 31, 2019 4:19 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 37914
Re: Version 0.17.23
To me, this is like if they fixed a typo in a function used by a bunch of mods. It's something that would need to be done sometime , and if not on a major release when all those mods would have to update anyway, than on a minor experimental release is the next best time. Yeah the error message is no...
- Sat Mar 30, 2019 3:09 am
- Forum: Duplicates
- Topic: Can not save game anymore! (0.17x)
- Replies: 2
- Views: 825
Re: Can not save game anymore! (0.17x)
You need to update Windows 10. viewtopic.php?f=23&t=67276
- Tue Mar 26, 2019 2:45 pm
- Forum: Releases
- Topic: Version 0.17.18
- Replies: 31
- Views: 18571
- Mon Mar 25, 2019 4:25 pm
- Forum: Minor issues
- Topic: [0.17.17] Launching factorio through steam causes steam popup to be shifted
- Replies: 12
- Views: 3051
Re: [0.17.17] Launching factorio through steam causes steam popup to be shifted
I have seen this before, but I don't remember with what game. I don't think it was Factorio.
- Mon Mar 25, 2019 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags]Image codes's length not correctly considered for train station names
- Replies: 13
- Views: 8977
Re: [wheybags]Image codes's length not correctly considered for train station names
To be fair, a lot of apps like forums count each character in the pre-render markup. This is at least partly because in many of those setups markups can be stacked even though they don't have any visual effect (like 500 underline tags on the same text, for an extreme example) and you still have to s...
- Fri Mar 22, 2019 7:47 pm
- Forum: News
- Topic: Friday Facts #287 - Just bugs again
- Replies: 26
- Views: 17978
Re: Friday Facts #287 - Just bugs again
I don't see a difference between 1st and 2nd animated gif with splitters. I see fully filled belt of fuel, where you inserting plates, two in a row. They fit like ...fffffPfPfff... Splitter takes one from each side and move to output. What else could we expect? Actually I never thought how splitter...
- Wed Mar 20, 2019 3:06 pm
- Forum: Not a bug
- Topic: [0.17.16] Wrong "can't mix fluids" message when changing recipe
- Replies: 10
- Views: 15894
Re: [0.17.16] Wrong "can't mix fluids" message when changing recipe
If I'm seeing it right, the chemical plant is connected to the output pipe, which is reserved for light oil.