Search found 86 matches
- Thu Jul 06, 2023 7:17 pm
- Forum: Fixed for 2.0
- Topic: [1.1.85] Icon dump truncates names with `:`
- Replies: 14
- Views: 2773
Re: [1.1.85] Icon dump truncates names with `:`
If you really want to over-engineer it, you could also output a JSON file with a map of prototype names : file names, and then you'd have free reign to use whatever mechanism you want to generate valid unique file names - even GUIDs. That would probably be the *right* way to do it, but it also feel...
- Wed Jun 21, 2023 8:42 pm
- Forum: Gameplay Help
- Topic: <Switch> Blueprint importing
- Replies: 10
- Views: 5129
Re: <Switch> Blueprint importing
Just an idea, can you use the switch browser (https://www.switchbru.com/dns/) to get bp strings directly from the internet?
- Wed Mar 22, 2023 9:22 pm
- Forum: Bug Reports
- Topic: [1.1.78] excessive intermediate recipe counts as "crafted"
- Replies: 1
- Views: 977
Re: [1.1.78] [modding] excessive intermediate recipe counts as "crafted"
can be seen in vanilla
- Wed Mar 22, 2023 8:50 pm
- Forum: PyMods
- Topic: problem with barreling machine
- Replies: 2
- Views: 1140
- Fri Mar 10, 2023 5:16 pm
- Forum: Balancing
- Topic: give longer range to remove objects when in the spider bot
- Replies: 7
- Views: 2359
Re: give longer range to remove objects when in the spider bot
You can Shift-click a blueprint to force-place it and automatically create appropriate deconstruction orders for trees/rocks/cliffs that were in the way.
- Mon Mar 06, 2023 7:19 pm
- Forum: Minor issues
- Topic: [1.1.69] Floating text when upgrading modules
- Replies: 3
- Views: 1162
Re: [1.1.69] Floating text when upgrading modules
Reproduction: - place an assembler 2 - ctrl-click it with a stack of speed 1, floating text says: "-2 Speed module (48)" - ctrl-click it with a stack of speed 2, floating text says: "-2 Speed module 2 (48)" Two speed 1 modules were moved back to player inventory during the upgrad...
- Mon Feb 27, 2023 8:07 pm
- Forum: Gameplay Help
- Topic: Box alarm
- Replies: 3
- Views: 1257
Re: Box alarm
OP: please, ignore this post - ptx0 answered this perfectly. If the box would be of mixed items, say any number of Yellow Belts, Splitters, and Undergrounds, then the circuit logic becomes a lot more complicated. And, probably not with it. How about an approximation without combinators? It triggers ...
- Wed Feb 15, 2023 9:28 pm
- Forum: Won't fix.
- Topic: [1.1.76] Memory leak when iterating UTF-8 character set
- Replies: 8
- Views: 3259
- Sat Jan 28, 2023 4:51 pm
- Forum: This Forum
- Topic: "Copy blueprint" button in topic review section reloads the page
- Replies: 1
- Views: 1252
"Copy blueprint" button in topic review section reloads the page
1) click "post reply" on this topic
2) write something in the text box
3) scroll down to this post in "topic review" below and click this:
4) page reloads and reply text is lost
2) write something in the text box
3) scroll down to this post in "topic review" below and click this:
4) page reloads and reply text is lost
- Sat Jan 28, 2023 2:38 pm
- Forum: Not a bug
- Topic: [1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done
- Replies: 2
- Views: 1090
Re: [1.1.76] Inserter blueprints with overridden stack size are set to 1 unless research is done
Yeah it's a feature request. It would need to store the "ghost settings" somewhere after the entity is built if they can't be applied correctly, and then check again every time a tech is researched. Would be handy, especially for recipes. Another, easier solution would be to add the stop s...
- Mon Jan 16, 2023 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Ghost bots
- Replies: 8
- Views: 1746
Re: Ghost bots
This is one of the problems that could be solved by allowing blueprinting item request proxies in more inventories and not only in locomotives and module slots. (I know this has been discussed before, but I couldn't find offhand where exactly.) It doesn't really make sense to me that bots can insert...
- Sun Dec 18, 2022 3:51 pm
- Forum: Gameplay Help
- Topic: Power output on Nuclear reactors not decreasing
- Replies: 8
- Views: 1618
Re: Power output on Nuclear reactors not decreasing
The potential is reported only for those producers that can provide it (for turbines, those that have steam in them). When they get starved of steam due to lack of supply from exchangers, they will no longer be counted in the potential, and you will clearly see the deficiency.
- Wed Nov 16, 2022 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 3131
Re: Factorio in web assembly
Currently 4 GB is a hard limit, however 64 bit addressing is on the way - already available in chrome behind a flag and in firefox nightly: https://webassembly.org/roadmap/ Hi-res textures take up around 800 MB. Streaming sounds/music on-demand saves another ~140 MB off of initial download. Not sayi...
- Fri Nov 11, 2022 11:48 pm
- Forum: Not a bug
- Topic: [1.1.70] Crash FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 24
- Views: 3606
Re: [1.1.70] Crash FluidBox::PipeConnection::calculateFlowSpeed
Doesn't crash for me. Please run https://memtest.org/
- Sun Nov 06, 2022 9:52 pm
- Forum: Not a bug
- Topic: [1.1.70] Crash FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 24
- Views: 3606
Re: 1.1.70 found another bug
Can you reproduce this? If yes, post the save and reproduction steps.
- Fri Oct 28, 2022 9:17 pm
- Forum: Bug Reports
- Topic: [1.1.70] Clicking a chat tag runs both mouse action and tag action
- Replies: 0
- Views: 659
[1.1.70] Clicking a chat tag runs both mouse action and tag action
Reproduction:
- place a power pole
- ctrl-alt-click to post a location in chat
- move/zoom so that the tag in chat overlaps the power pole
- click in the overlapping area
- observe that both map and electric network info opened
- place a power pole
- ctrl-alt-click to post a location in chat
- move/zoom so that the tag in chat overlaps the power pole
- click in the overlapping area
- observe that both map and electric network info opened
- Fri Oct 28, 2022 9:04 pm
- Forum: Bug Reports
- Topic: Rich text captures clicks which closed dialogs
- Replies: 1
- Views: 849
Re: Rich text captures clicks which closed dialogs
Can confirm (in 1.1.70), seems to only apply to select-a-thing popups.
- Fri Sep 09, 2022 5:03 pm
- Forum: Gameplay Help
- Topic: Has anyone ever attempted no splitter no underground belt only burner challenge?
- Replies: 17
- Views: 2948
Re: Has anyone ever attempted no splitter no underground belt only burner challenge?
Vehicle inventories with filters can be used for complex crafting and belt crossing/filtering. Researching automobilism would still take some effort, but seems doable.
- Fri Aug 26, 2022 3:22 pm
- Forum: Technical Help
- Topic: I don't have the remotes in my crafting menu
- Replies: 2
- Views: 760
Re: I don't have the remotes in my crafting menu
The "Shortcuts for 1.1" mod converts them into shortcuts.
- Fri Aug 19, 2022 11:44 am
- Forum: Outdated/Not implemented
- Topic: Make inserters be able to grab from another inserter while the items is in the air
- Replies: 13
- Views: 3182
Re: Make inserters be able to grab from another inserter while the items is in the air
Even if grabbing items from hands of other inserters was implemented, making inserters iterate over every possible source or destination on every swing is not feasible and would kill performance. When an inserter already points at a belt, that belt is the only thing it will interact with. If I under...