Search found 70 matches

by coderpatsy
Sat Feb 22, 2020 3:02 pm
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 35386

Re: Friday Facts #335 - Scenario changes, Damage effect filtering


Colored concrete would be great, though I'd say it's oversaturated. Everytime people want to color something, they give near 100% saturation. Damn it... Pure colors look synthetic.
Also lightness of concrete is very different, I'm not sure whether it is good or not. This is kinda not consistent ...
by coderpatsy
Wed Feb 19, 2020 4:14 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2221933

Re: Development and Discussion


One change that I can't find a 0.18 changelog entry for (for angel, bob, or anyone else) is splitting barrels into barrels, canisters, and bottles.

Going by the Angel's Refining changelog , it was added the first v0.18 update (mod version 0.11.0):

- If bobs mods are activated, integrate gas ...
by coderpatsy
Mon Dec 09, 2019 10:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2221933

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 ...
by coderpatsy
Sat Nov 02, 2019 9:04 pm
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 24249

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 ...
by coderpatsy
Thu Oct 17, 2019 7:36 pm
Forum: Ideas and Requests For Mods
Topic: Angelbob cleanup
Replies: 2
Views: 2035

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 ...
by coderpatsy
Fri Jul 26, 2019 3:13 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 492660

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 ...
by coderpatsy
Fri Jul 19, 2019 3:00 am
Forum: Duplicates
Topic: Objects missing robots/Needed objects changing randomly
Replies: 5
Views: 2778

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 ...
by coderpatsy
Thu Jul 18, 2019 1:33 pm
Forum: Ideas and Requests For Mods
Topic: Geothermal energy with water and steam
Replies: 2
Views: 1545

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.
by coderpatsy
Wed Jun 12, 2019 2:05 pm
Forum: Not a bug
Topic: [0.17.48] Placing blueprint gives message
Replies: 2
Views: 1426

Re: [0.17.48] Placing blueprint gives message

Miniloader mistakenly left in a debug message that should be removed in the latest version.
by coderpatsy
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: 3627

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.
by coderpatsy
Tue Apr 09, 2019 4:34 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 90116

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.
by coderpatsy
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: 2264

Re: [0.17.24] Items in quick bar apear multiple times

IIRC the default keybinding is different on Mac, try command + right click.
by coderpatsy
Tue Apr 02, 2019 6:44 am
Forum: Not a bug
Topic: [0.17.23] Splitter bug?
Replies: 7
Views: 5344

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.
by coderpatsy
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: 1995

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.
by coderpatsy
Sun Mar 31, 2019 4:19 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 54452

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 ...
by coderpatsy
Sat Mar 30, 2019 3:09 am
Forum: Duplicates
Topic: Can not save game anymore! (0.17x)
Replies: 2
Views: 1213

Re: Can not save game anymore! (0.17x)

You need to update Windows 10. viewtopic.php?f=23&t=67276
by coderpatsy
Tue Mar 26, 2019 2:45 pm
Forum: Releases
Topic: Version 0.17.18
Replies: 31
Views: 25296

Re: Version 0.17.18

xeln4g4 wrote: Tue Mar 26, 2019 2:43 pm Sorry to say this 0.17.18 is the worst realize ever. 2 macroscopic bugs found in few minutes of gameplay, never happened before.
I don't know about that, trainpocalypse was very bad. Humorous effects now we look back at it, but bad.
by coderpatsy
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: 4616

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.
by coderpatsy
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: 12252

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 ...

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