Search found 307 matches

by MEOWMI
Mon Apr 25, 2022 6:37 am
Forum: Ideas and Suggestions
Topic: Improvements to the Dropper aka Pipette tool (Q)
Replies: 15
Views: 8533

Re: Improvements to the Dropper aka Pipette tool (Q)

There's a setting in vanilla which enables automatically placing ghosts when you don't have that building type in your inventory.
by MEOWMI
Tue Apr 12, 2022 8:39 am
Forum: Minor issues
Topic: [0.18.18] Consumption graph inaccurate with modded lab.
Replies: 15
Views: 7626

Re: [0.18.18] Consumption graph inaccurate with modded lab.

To chime in some: If two items combine into just one, then at least one full item's worth of durability has been used up across both items combined, as otherwise they couldn't combine into just one item (they must be at 50% or lower on average, meaning at least 50% durability has been used on each i...
by MEOWMI
Tue Mar 15, 2022 8:38 pm
Forum: Duplicates
Topic: [1.1.56] stark belt priority overflow issue
Replies: 12
Views: 3021

Re: [1.1.56] stark belt priority overflow issue

That's very peculiar. I have a lot of builds which rely on this behavior working properly, and they do work. It's pretty standard behavior that belts can't sideload onto a full belt. The tail of the belt will always have priority. (It's literally the reason why many "1 splitter lance balancers&...
by MEOWMI
Sat Feb 12, 2022 2:39 am
Forum: Ideas and Suggestions
Topic: Scroll up in chat
Replies: 23
Views: 14296

Re: Scroll up in chat

+1

Definitely.

To add to the motivation: Some mods use chat messages for additional important messages for info that's hard to find elsewhere (even true for very highly regarded mods), and not being able to see any past info sucks.
by MEOWMI
Thu Dec 23, 2021 7:37 am
Forum: Technical Help
Topic: Game freezes whenever a rail or chain signal is placed or removed
Replies: 6
Views: 2023

Re: Game freezes whenever a rail or chain signal is placed or removed

This may be kind of obvious, but working to reduce the amount of intersections would help. Every cityblock based railway I've seen has like 100x more intersections than needed, I'm not even joking. As you mentioned, it is true that every extra intersection you add into your massive rail system adds ...
by MEOWMI
Fri Dec 17, 2021 11:39 pm
Forum: General discussion
Topic: Alt-F4 #55 - The Dark Alleys of Modding
Replies: 6
Views: 3407

Re: Alt-F4 #55 - The Dark Alleys of Modding

Very interesting stories. As a long-time modder for various games, engine limitations have always been a particularly tricky thing to deal with, but sometimes people come up with the most amazing solutions.
by MEOWMI
Mon Dec 13, 2021 2:18 am
Forum: Gameplay Help
Topic: Circuits networks and flashy lights
Replies: 7
Views: 2224

Re: Circuits networks and flashy lights

Colors are kind of hard to do compactly, but you could just naively have 4 deciders, each checking if the signal from the belt is that type of fuel and output 1 on your color of choice then lead that to the lamps. If you don't have a mixed belt, then that would produce the right color. If you do hav...
by MEOWMI
Mon Nov 29, 2021 11:44 pm
Forum: Gameplay Help
Topic: What am I doing wrong with train?
Replies: 5
Views: 1945

Re: What am I doing wrong with train?

It's impossible to tell what's going on at the 3rd station without pics of it, though I don't see much at the station on the map view either. Also the train is in manual mode so it wouldn't even be driving automatically, if the screenshots show what actually is. If it was in automatic mode, there wo...
by MEOWMI
Tue Nov 23, 2021 7:23 am
Forum: Gameplay Help
Topic: How do I put a bus to use?
Replies: 9
Views: 2971

Re: How do I put a bus to use?

A splitter does the job yes. Later on you might see that you don't necessarily need to use a splitter and can just branch off the belt if that belt's worth constantly gets used up completely. It makes it easier to see how many resources are being input to the bus, how many belt's worth are being use...
by MEOWMI
Mon Nov 22, 2021 8:32 am
Forum: Ideas and Suggestions
Topic: Spidertron roboport control
Replies: 9
Views: 3704

Re: Spidertron roboport control

Yes, there is disable logistics while moving which prevents their roboports from activating while they walk, this is what they added. Different yes, but works most of the time.
by MEOWMI
Mon Nov 15, 2021 7:19 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
Replies: 22
Views: 4319

Re: Mods are not by "version" number; It should be listed as "active/inactive".

+1

I tried clicking on the "toggle" label hoping it might sort them and all it did was enable all mods, which is almost never what you want if you have a lot of them.

It's still useful to show version number but primary sorting by it is strange indeed.
by MEOWMI
Mon Nov 15, 2021 7:13 pm
Forum: Ideas and Suggestions
Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
Replies: 41
Views: 9886

Re: Round robin scheduling for trains

It is nice for figuring out that you aren't producing enough, because it's easier to notice one station struggling to keep up with production than ALL stations struggling to. As others have pointed out, you almost always want to have an excess of supply trains. Hard to say exactly which way is bette...
by MEOWMI
Sun Nov 14, 2021 8:17 am
Forum: Technical Help
Topic: Disable always on top?
Replies: 10
Views: 2681

Re: Disable always on top?

mrvn wrote:
Fri Nov 12, 2021 10:43 pm
MEOWMI wrote:
Fri Nov 12, 2021 8:42 pm
I learned that I have to click the game window first in order to be able to alt+tab out of it. Works during any of Factorio's screens.
Windows? Linux? MaxOS?
On Windows for me.
by MEOWMI
Fri Nov 12, 2021 8:42 pm
Forum: Technical Help
Topic: Disable always on top?
Replies: 10
Views: 2681

Re: Disable always on top?

I learned that I have to click the game window first in order to be able to alt+tab out of it. Works during any of Factorio's screens.
by MEOWMI
Tue Nov 09, 2021 6:42 am
Forum: Gameplay Help
Topic: Give me Advice: Freeplay Games
Replies: 3
Views: 2681

Re: Give me Advice: Freeplay Games

I would probably continue with the one where you think your base you is better, likely your desert world one. It should be possible! Focus on automating as much as possible if it's difficult, I found that to be the biggest help in my early days. Beyond that, the main threat is probably running out o...
by MEOWMI
Wed Nov 03, 2021 9:08 am
Forum: Gameplay Help
Topic: Rail signals don't work when drones place them.
Replies: 3
Views: 1406

Re: Rail signals don't work when drones place them.

This can happen because drone building allows you to place signals (or stations) in places you're not supposed. Signal rotation is one major trip-up as happened here, another one is that you can place a signal ghost on a tile of track that can't hold a signal (since not all parts of a track are vali...
by MEOWMI
Wed Nov 03, 2021 9:00 am
Forum: General discussion
Topic: I never noticed before
Replies: 3
Views: 2310

Re: I never noticed before

I would guess it's the glow from the item. It's not masked by other objects I believe, so you can see random objects light up, in this case the underground belt would light up once the uranium cell goes under the entrance. It's much like the red rear light of a train for example, which you can notic...
by MEOWMI
Wed Oct 20, 2021 1:29 pm
Forum: Duplicates
Topic: [1.1.42] Mining to remove ground tile under structures erases the structure
Replies: 4
Views: 1871

Re: [1.1.42] Mining to remove ground tile under structures erases the structure

It does say in red for the scaffolding item that tile changes may remove the entity on top of it.

Yes, I agree it should not happen. I'm sure it's because of a Factorio limitation. I do hope it is fixable somehow but I'm not necessarily holding my breath.
by MEOWMI
Mon Oct 11, 2021 12:25 am
Forum: Ideas and Suggestions
Topic: Add a logarithmic display option for production/consumption graph.
Replies: 16
Views: 6731

Re: Add a logarithmic display option for production/consumption graph.

+1

Not because it's necessary, but because it's so cool AND so useful!
by MEOWMI
Thu Oct 07, 2021 6:04 am
Forum: Combinator Creations
Topic: GPS in Factorio
Replies: 3
Views: 2349

Re: GPS in Factorio

It took me a lot of thinking to even understand how generating the signal works. That's impressive that you don't need more data points than that to generate the signal! Definitely a very worthwhile creation!

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