Search found 113 matches

by thuejk
Fri Jan 15, 2021 12:14 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Replies: 2
Views: 2005

Re: [kovarex] [1.1.11] Power pole dragging fails to power inserter

Thanks for the fix :). We have known about this bug for some time. But AntiElitz thought that this bug was covered by one of the other power pole bug reports, so we did not report it separately. The bug has not been there "forever" (I don't know how literally you meant that). Nefrums has u...
by thuejk
Thu Jan 14, 2021 9:18 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Replies: 2
Views: 2005

[kovarex] [1.1.11] Power pole dragging fails to power inserter

If you hold down the left mouse button with a power pole selected, the game is supposed to autoplace enough power poles so all entities are powered. However, as shown in the attached video, the top right inserter does not get powered, even though it should. Note that if I move the mouse so it does n...
by thuejk
Wed Jan 13, 2021 11:51 am
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12796

Re: Increase bot queue processing rate

My main issue is the failed attempts, which slows down to 1 per tick. What often happens is that there are many unconstructable ghosts in my world. And the queue will then repeatedly cycle through these unconstructable ghosts at one per tick, each time taking many seconds. So the suboptimal thing is...
by thuejk
Wed Jan 13, 2021 11:41 am
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 12796

Re: Increase bot queue processing rate

the system checks 10 (CORRECTION, it checks between 1 and 4 by default depending on successes or failures) ghosted entities per tick I think it is between 1 and 3? max_successful_attempts_per_tick_per_construction_queue is 3 when I print it out ingame. max_failed_attempts_per_tick_per_construction_...
by thuejk
Mon Jan 11, 2021 11:34 pm
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 3269

Re: Disallow power poles to be automatically placed over ghosts

This seems like an obviously good idea to me. I have never ever wanted dragged power poles to destroy ghosts.
by thuejk
Fri Nov 27, 2020 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 32477

Re: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.

Another example of why remembered power connections should not be default, from Nefrums' speedrun yesterday: https://clips.twitch.tv/HedonisticCuriousSardineKappa Blueprinting something, and then dragging power through it along the blueprinted power poles, seems like a reasonable use case to me. But...
by thuejk
Wed Nov 25, 2020 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Replies: 21
Views: 32477

Re: Power Pole connections saved in Blueprints leads to unacceptable and pseudo random connection behavior. Please rever

One way to "fix" the power pole blueprinting would be to have a checkbox when creating it, saying "save power wire layout". Default off. Like the "include trains" checkbox.
by thuejk
Mon Nov 23, 2020 9:18 pm
Forum: Duplicates
Topic: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
Replies: 5
Views: 1743

[kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)

Happens every time when loading the attached save. Looking at the backtrace, looks to be blueprint related.
factorio-current.log
(14.5 KiB) Downloaded 120 times
by thuejk
Fri Jul 24, 2020 11:36 am
Forum: Won't fix.
Topic: [0.18.36] Map generation changes on same mapstring depending on exploration order
Replies: 3
Views: 1631

Re: [0.18.36] Map generation changes on same mapstring depending on exploration order

Now I don't have access to the map gen code, but question: When generating the lower chunk, couldn't you just temporarily calculate the potential positions of oil spots on the upper chunk, and then e.g. make upper chunk oil spots always get preference where they overlap? Or is there something that m...
by thuejk
Thu Jun 11, 2020 6:26 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 104
Views: 52575

Re: Friday Facts #350 - Electric mining drill redesign

You're the only one to see that so far. So the fault may not be with the icon. That is provably false. https://www.reddit.com/r/factorio/comments/gr52nz/were_just_not_gonna_talk_about_it_no_one_ok_d/frx1mjk/ My penis certainly doesn't look like that. I can make it look like one if you want though? ...
by thuejk
Mon Apr 27, 2020 11:59 am
Forum: Modding discussion
Topic: Any% Tool-Assisted Speedrun WR 1:21:20
Replies: 4
Views: 2109

Re: Any% Tool-Assisted Speedrun WR 1:21:20

Amazing! Did you consider using bots? A TAS blueprinting could be very efficient.
by thuejk
Fri Mar 06, 2020 2:27 am
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.18.10] Watch your step achievement popup missing
Replies: 4
Views: 2819

Re: [0.18.10] Watch your step achievement popup missing

I have tested it too. It is definitely broken, not just anti forgetting having gotten it earlier.
by thuejk
Wed Jan 01, 2020 2:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
Replies: 18
Views: 6594

Re: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player

From the discord: Thue: This seems unlikely. Aren't the other people joining at the same time able to download and join with the same save game? James_Hackett: Nope, it queues up so one person can hold up 20 people waiting to download the map Thue: Yes, but if the first person quits, do the next 19 ...
by thuejk
Sun Dec 29, 2019 6:57 pm
Forum: Not a bug
Topic: Drop item key doesn't work in chest UI
Replies: 1
Views: 670

Drop item key doesn't work in chest UI

When you open the chest UI, and hover the cursor with a stack, I would expect the drop item key (z) to drop a single item into the chest. Instead z drops the item on the ground behind the chest UI.

I am aware that right click also drops a single item. But for consistency, z should work too.
by thuejk
Mon Jul 15, 2019 10:00 am
Forum: Not a bug
Topic: [0.17.56] Ghosts of destroyed entities ignores upgrade planner
Replies: 4
Views: 900

Re: [0.17.56] Ghosts of destroyed entities ignores upgrade planner

Oh fascinating. So somebody sat down and asked "what kind of ghost do we intend to place when an item scheduled to be upgraded is destroyed". And then decided that placing the unupgraded item was the right and logical thing to do, the intended behavior. Can you elaborate on the though proc...

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