Search found 587 matches

by slippycheeze
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...
by slippycheeze
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....
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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

Re: [0.17.53] Modded: Incorrect Pollution Tooltip for Inserters

Bilka wrote:
Wed Jul 03, 2019 6:23 pm
Thanks for the report, the tooltip won't show any pollution in the next version.
Wait, they really don't? I assumed it was accurate that they did, because they burn stuff to work. That is nice to know, and that it is indeed intended to be zero.
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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.
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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...
by slippycheeze
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 ...
by slippycheeze
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 ...
by slippycheeze
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...
by slippycheeze
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 ...
by slippycheeze
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...

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