Search found 587 matches
- Fri Jul 05, 2019 12:24 am
- Forum: Ideas and Suggestions
- Topic: Ingame notepad
- Replies: 11
- Views: 5405
Re: Ingame notepad
Plus 100 to something - even just better support for mods storing data in blueprints - that would make it possible to attach notes to combinator constructs. Regretfully, I'm not always able to remember exactly which input is for the robot count, the logistic inventory, the static needs, and which ou...
- Fri Jul 05, 2019 12:21 am
- Forum: Ideas and Suggestions
- Topic: Interface option to select digits of precision when abbreviating numbers
- Replies: 2
- Views: 974
Re: Interface option to select digits of precision when abbreviating numbers
FWIW, I find that the best balance seems to be maintaining three digits before the magnitude, and stepping every three, so the progression is roughly: 1.23 12.3 123 1.23k 12.3k 123k 1.23M ...etc, when dealing with increasing quantities into these sort of ranges in a range of resource oriented games....
- Thu Jul 04, 2019 1:16 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 7851
Re: How does uranium processing not cause desync?
As far as I recall the only other pseudorandom event in the game is the cooldown between sending out of settlement biters (each time randomly between 4-30 minutes). https://wiki.factorio.com/World_generator I thought that terrain generation and resource generation also used pseudo-random numbers. T...
- Thu Jul 04, 2019 6:53 am
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84614
Re: [0.17]AutoTrash 4.1.5
I've notice an oddity with AutoTrash that ... I'm not quite sure if it is a bug, or a player-is-dumb issue, or something else getting in and messing stuff up, but anyway: I die. To a train, of course. AutoTrash turns off auto trash on death. I collect my stuff I turn auto trash back on. auto trash t...
- Wed Jul 03, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters
- Replies: 3
- Views: 3447
- Wed Jul 03, 2019 7:38 pm
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2729
Re: decoration removing consumable or tool
Decoratio also offers the lawnmower planner, to deconstruct them as you would. I believe it can filter to specific decorations, but can't check right now. It's "Dectorio" and it is awesome for many reasons; going to try if the landmower is one of them. Oh, no. I'm going to be getting that...
- Tue Jul 02, 2019 10:16 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 7851
Re: How does uranium processing not cause desync?
Also computer can easily do random, just use the lowest bits from a camera feed. Enough quantum magic going on there. Isn't that cheating like picking up random numbers from the lottery ? It feels to me like what would be random there would be the output of the feed, but that wouldn't require quant...
- Tue Jul 02, 2019 10:03 pm
- Forum: General discussion
- Topic: How does uranium processing not cause desync?
- Replies: 31
- Views: 7851
Re: How does uranium processing not cause desync?
Also computer can easily do random, just use the lowest bits from a camera feed. Enough quantum magic going on there. Yeah, specialized hardware can do it. Various tricks with tiny unconnected capacitors and stuff work too, and modern CPUs and/or motherboard chipsets have high quality randomness ge...
- Tue Jul 02, 2019 2:56 am
- Forum: Pending
- Topic: [0.17.34] Crash creating normal single player game
- Replies: 8
- Views: 2432
Re: [0.17.34] Crash creating normal single player game
Thanks to all for the advice and help. If anyone else experiences a problem like this, here is what I did to resolve the issue. The process I undertook was going through ALL my blueprints until finding the source of dismay! ( as some of you may also have an abundant amount of blueprints you will un...
- Tue Jul 02, 2019 2:26 am
- Forum: Ideas and Requests For Mods
- Topic: decoration removing consumable or tool
- Replies: 8
- Views: 2729
Re: decoration removing consumable or tool
Decoratio also offers the lawnmower planner, to deconstruct them as you would. I believe it can filter to specific decorations, but can't check right now.
- Tue Jul 02, 2019 1:54 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 28077
Re: [0.17.x] [Z] Adventure
Hey. I was trying out the mod, and it seems pretty interesting so far. The defaults generated way too many things for me, but I can turn the base down to one percent, which seems more reasonable. The [Z] Adventure Ruins extension, though, has a minimum rate of five percent for the biggest of the spa...
- Sun Jun 30, 2019 3:37 am
- Forum: Gameplay Help
- Topic: What's the most simple way to learn to play Factorio?
- Replies: 19
- Views: 9357
Re: What's the most simple way to learn to play Factorio?
I have watched a "For Beginners" series on YouTube. I've read the Quick Start Guide on The Official Factorio Wiki, but when trying a game for myself I have huge problems and usually get eaten by biters or simply just give up, while trying to get started with Iron Plate production and maki...
- Fri Jun 28, 2019 6:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Replacing current Power Armor visuals with Fallout Tactics Power Armor
- Replies: 5
- Views: 1860
Re: Replacing current Power Armor visuals with Fallout Tactics Power Armor
Another Update - So I've managed to grab some sprites from Tactics and I'm trying to get them into Factorio. Factorios sprites aren't even sprites really, they are PNG sheets. The stuff I have from Fallout is .spr. So I'm trying to figure out how to convert the spr to a set of PNGs. Or at least vie...
- Fri Jun 28, 2019 6:41 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64219
Re: [MOD 0.12.26] Picker: Easily select items from inventory
I'll see if I can come up with some ideas for this. In the meantime you can use the `edit held item' keybind It also works to place the thing into inventory or quickslot, which leaves it in both my hand and the bag, then edit it with the "normal" binding. (Alt-right-click for me, but I cu...
- Fri Jun 28, 2019 6:22 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 3308
Re: Trains using the same track (signals etc)
This. This is a nightmare. 500 hours in the game and 2-3 hours last night spent trying to figure them out I finally said screw it and started routing my trains the long way around my base. It's ugly and messy as hell. And I cannot for the life of me figure this out. It's not "well you arent re...
- Fri Jun 28, 2019 6:13 pm
- Forum: General discussion
- Topic: Inventory Sort
- Replies: 8
- Views: 3200
Re: Inventory Sort
FWIW, the Picker Inventory Tools mod is able to do this; I'm sure there are others, I just happen to know that one because I use it for other reasons. Not a core feature, but the mod doesn't force any sort of "cheat" stuff on you either. Personally, I just have randomly unsorted chests of ...
- Mon Jun 24, 2019 11:03 pm
- Forum: Logistic Train Network
- Topic: Is it possible to request from multiple providers in a single schedule?
- Replies: 18
- Views: 6852
Re: One pickup, many deliveries. Is it possible?
Very frustrating and that is why I was hoping LTN or somebody else's "works with LTN" mod would do the trick. This question was a last ditch attempt to salvage my use of air filters to play in an ecologically friendly way... I am now considering saying "to h*** with it", wiping ...
- Mon Jun 24, 2019 10:58 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58739
Re: [0.17] LTN Combinator
I'm not sure if it is appropriate, but it might be nice to have "request" and "provide" slots in the LTN Combinator. Placing an item type, and setting a count, would then advertise it appropriately - set the count negative for requesting, etc, and pass it through to the LTN input...
- Sun Jun 23, 2019 9:02 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 64219
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Hey, picker is awesome. As time goes on I find I'm more and more using it. :) With the Picker Inventory tools, there are options around auto-destroying empty things in your inventory: blueprints, destruction and upgrade plans, books, etc. They look temptingly good, but actually turn out to be a bit ...
- Sun Jun 23, 2019 12:12 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84614
Re: [0.17]AutoTrash 4.1.5
Thanks! After playing with this for a while, it works perfectly. Changes are trivial to save. I occasionally find myself coming back in to save a change after clicking the green tick button, when I had intended this to be "forever", but that is a small concern, and I'm not sure I'd appreci...