Search found 368 matches

by DaleStan
Sat Apr 27, 2019 4:00 am
Forum: Not a bug
Topic: [0.17.34] Using upgrade planner if upgrading more than 601 items of a given type, alerts continue to show 601 remaining
Replies: 2
Views: 647

Re: [0.17.34] Using upgrade planner if upgrading more than 601 items of a given type, alerts continue to show 601 remain

For performance reasons, Factorio only checks a limited number of ghosts per tick. I'm going to bet that it's supposed to be 600 ghosts, but there's a fencepost error.

Do you see the same behavior if you copy and paste 800 blue belts?
by DaleStan
Sat Apr 27, 2019 3:13 am
Forum: Won't fix.
Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
Replies: 4
Views: 1590

Re: [0.17.32] "Mining" construction bots counts against Ctrl+Z history

I'd love to implement that so people can't mine construction robots out of the air. I just need to get buy-in from the other devs. For what it's worth, I typically play with a mod that adds this rule. (among other things) Lol fair enough. As a counterpoint I'd like to point out that personal robopo...
by DaleStan
Fri Apr 26, 2019 5:27 am
Forum: Ideas and Suggestions
Topic: Hand Crafting using Barreled Fluids
Replies: 2
Views: 930

Re: Hand Crafting using Barreled Fluids

Note that the option to handcraft the recipes is not enabled by default; you'll have to turn that on in order to get the requested handcrafting.
by DaleStan
Fri Apr 26, 2019 5:07 am
Forum: Ideas and Suggestions
Topic: Recycling/waste dispotal suggestion
Replies: 4
Views: 1235

Re: Landfill - Allow obsolete items conversion to landfill

This seems like something that should exist as a mod, but I can't find one right now.

For a completely different solution to this problem, try Recycling Machines or Reverse Factory; these will allow you to turn things back into their ingredients.
by DaleStan
Fri Apr 26, 2019 4:46 am
Forum: Won't fix.
Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
Replies: 4
Views: 1590

Re: [0.17.32] "Mining" construction bots counts against Ctrl+Z history

Don't complain about this too loudly; the devs might fix it by making it impossible to mine construction bots.
Until/unless this gets fixed, I'd recommend undoing first and mining the robots second.

Also, what are you trying to undo in this situation?
by DaleStan
Fri Apr 26, 2019 4:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502385

Re: Simple Questions and Short Answers

You need to provide more accumulators, provide more power in general, or use fewer laser turrets. The laser turrets have highest priority, and are consuming all the power they need. The remainder of the factory shares whatever's left over, which, even with the accumulators discharging, is not enough...
by DaleStan
Tue Apr 23, 2019 5:33 pm
Forum: Bob's mods
Topic: Rails don't need bronze, but are gated behind bronze tech
Replies: 14
Views: 4448

Re: Rails don't need bronze, but are gated behind bronze tech

You seem to be saying "Logistics 2 is prereq for building a rail network, and the rail network doesn't require bronze, so I want to be able to research it without knowing how to make bronze plate, even though all three of the recipes it unlocks require bronze plate." Even ignoring the conf...
by DaleStan
Tue Apr 23, 2019 3:05 pm
Forum: Bob's mods
Topic: Rails don't need bronze, but are gated behind bronze tech
Replies: 14
Views: 4448

Re: Rails don't need bronze, but are gated behind bronze tech

Vanilla, Bob, and AngelBob all agree that Railway depends on Logistics 2 and Engine. Now, it happens that Logistics 2 depends on Bronze in Bob and AngelBob, but I don't think "Rails can be built without bronze" is a good justification for breaking the Logistics 2->Railway link. Rails can a...
by DaleStan
Tue Apr 23, 2019 2:20 pm
Forum: Pending
Topic: Generators do not work / Не работают генераторы
Replies: 1
Views: 734

Re: Generators do not work / Не работают генераторы

Can you attach a screenshot and saved game, please?
by DaleStan
Mon Apr 22, 2019 9:02 pm
Forum: Ideas and Suggestions
Topic: Resource library for modders
Replies: 3
Views: 991

Re: Resource library for modders

Every sprite in the entire game is available for use, as-is or edited, in mods: https://forums.factorio.com/viewtopic.php?p=49122#p49122 As I read the TOS (I am not a lawyer) the same applies to sounds. If you're worried about the hassle of creating animation, what are the chances that the devs will...
by DaleStan
Thu Apr 18, 2019 9:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Replies: 5
Views: 3009

Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected

This is a duplicate of one or both of https://forums.factorio.com/viewtopic.php?f=23&t=67932 and https://forums.factorio.com/viewtopic.php?f=18&t=69242 I don't, however, have a good answer for "What is the 'Robots inactive' wait condition good for" question. It seems like it only a...
by DaleStan
Thu Apr 18, 2019 7:24 pm
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 27554

Re: Version 0.17.32

Fixed the game would not respect remapping of modifier keys (Ctrl, Shift, Alt) in operating system It's not fixed. Control-C shoots, Control-X toggles the toolbar, 0.17.32 does not respect remapping of modifier keys. Are you pressing the physical CTRL key, or the one that you remapped to CTRL in th...
by DaleStan
Wed Apr 17, 2019 7:54 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502385

Re: Simple Questions and Short Answers

Picker Tweaks will do that for you. (Along with several other things you can choose to disable.)
by DaleStan
Tue Apr 16, 2019 6:33 pm
Forum: Ideas and Suggestions
Topic: More color options for lamps
Replies: 6
Views: 2564

Re: More color options for lamps

Does https://mods.factorio.com/mod/color-coding do what you want?

It might also be relatively easy to change https://mods.factorio.com/mods/Klonan/E ... olor_Lamps to support 0.17, or you can ask the mod author if an update is planned.
by DaleStan
Tue Apr 16, 2019 6:16 pm
Forum: Duplicates
Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
Replies: 6
Views: 3083

Re: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike

There's something that looks odd between about 2:00 and 2:45 in that video. Is that where the coffee break happens?

If so, please post a save from just before the robots go on break, or at least post a video showing the robots that are on break.
by DaleStan
Sun Apr 14, 2019 8:09 pm
Forum: Ideas and Suggestions
Topic: Please make vertical display the results of the recipes
Replies: 2
Views: 458

Re: Please make vertical display the results of the recipes

You have almost exactly listed the features of a mod called Multi-Product Recipe Details.
by DaleStan
Sat Apr 13, 2019 8:25 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134896

Re: [0.17] Please post bugs and balance issues here.

@enchant Are you sure your other game is making processing units with an "Electronics assembly machine 1"? Or is it an "Assembly machine 2", an "Assembly machine 4", or an "Electronics assembly machine 2"? What mods other than Bob's Assembling Machines are yo...
by DaleStan
Sat Apr 13, 2019 8:02 pm
Forum: Duplicates
Topic: Crafting Speed Affecting Productivity Efficiency
Replies: 7
Views: 9728

Re: Crafting Speed Affecting Productivity Efficiency

I can repro it in 0.17 vanilla. I've attached a save game. Both assemblers have 100 iron plate. Turn on the switch. The speed boosted assembler will produce up to 70.1 gears, while the productivity-only assembler will produce far closer to 70. For extra fun and games, the over-production of the spee...

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