Search found 1124 matches

by NotRexButCaesar
Sun Sep 18, 2022 4:33 am
Forum: Minor issues
Topic: [1.1.69] “Activate tooltip” control does nothing in most cases.
Replies: 2
Views: 1411

[1.1.69] “Activate tooltip” control does nothing in most cases.

If the control “Activate tooltip” is set to a regular key on the keyboard (A-Z, modifiers viz. shift, control, alt), then pressing that key does not activate the tooltips for menu tooltips (e. g. for settings) but the key will activate entity tooltips. If the control for “Activate tooltip” is set to...
by NotRexButCaesar
Mon Aug 29, 2022 6:04 am
Forum: General discussion
Topic: Is game dead or not? [Not at all]
Replies: 45
Views: 44570

Re: Is game dead or not? [Not at all]

I think the game died for real this time: no news since April fool's day & no game-related news since 2022-02-25 (six months). Recent updates are small & rare with only one or two bugfixes, & last big update was Nov 23, 2020 (two years). If the developers (assuming they are alive & t...
by NotRexButCaesar
Tue Jan 11, 2022 2:20 am
Forum: Combinator Creations
Topic: UPS optimized Steel smelting to 1 blue belt
Replies: 34
Views: 18992

Re: UPS optimized Steel smelting to 1 blue belt

Is there any way to measure the # of swings of an inserter? Maybe better for me if not :) You should be able to calculate it theoretically based on the number of items and the stack size. If the inserter is not clocked and does not take a full hand, you can experimentally look at just one of the mo...
by NotRexButCaesar
Sun Jan 09, 2022 9:34 am
Forum: Combinator Creations
Topic: UPS optimized Steel smelting to 1 blue belt
Replies: 34
Views: 18992

Re: UPS optimized Steel smelting to 1 blue belt

My priorities were: - UPS optimization (as less as possible moving parts preferred) -> 12 beacon setup - belt focused solution, minimal circuits to reduce inserter swings - simplistic approach - also good looking :D … Possible improvement areas: - better control of the inserters - as discussed in t...
by NotRexButCaesar
Sun Jan 09, 2022 3:54 am
Forum: Combinator Creations
Topic: UPS optimized 12-beacon smelting - w/minimal circuits
Replies: 181
Views: 70788

Re: UPS optimized 12-beacon smelting - w/minimal circuits

Unless there will be a game-changer comment ( :D ), this is final now. The most UPS friendly full belt producing smelting I can do with belts and inserters. You can use a constant combinator instead of an arithmetic combinator to add one to the clock (I am not sure whether that counts as a game-cha...
by NotRexButCaesar
Fri Jan 07, 2022 2:37 am
Forum: Combinator Creations
Topic: UPS optimized 12-beacon smelting - w/minimal circuits
Replies: 181
Views: 70788

Re: UPS optimized 12-beacon smelting - w/minimal circuits

On the second video this is really cool to see that they put all items right into the gaps - lucky(? :D ) layout, also a different, 8 beacon setup. What I did was move the inserters over a few tiles so that their drop location matched the gap location, but it would be possible to do something simil...
by NotRexButCaesar
Mon Jan 03, 2022 5:06 am
Forum: Combinator Creations
Topic: UPS optimized 12-beacon smelting - w/minimal circuits
Replies: 181
Views: 70788

Re: UPS optimized 12-beacon smelting - w/minimal circuits

Do the blueprints in this thread not implement that already? Not really: you can see that the inserters empty one after the other, rather than all at once. https://forums.factorio.com/download/file.php?mode=view&id=72152 Especially the bit about the last machine being unclocked. If not, could y...
by NotRexButCaesar
Mon Jan 03, 2022 3:24 am
Forum: Combinator Creations
Topic: UPS optimized 12-beacon smelting - w/minimal circuits
Replies: 181
Views: 70788

Re: UPS optimized 12-beacon smelting - w/minimal circuits

it's best to ensure that the inserters only stay awake for as long as they need, which might mean not getting a fully compressed belt - and if it's compressed, don't add more output to it. Hm. How would you propose to achieve this while also ensuring a net gain in UPS? I'd speculate that adding mor...
by NotRexButCaesar
Mon Jan 03, 2022 1:45 am
Forum: Gameplay Help
Topic: Why is research twice as fast in my sandbox?
Replies: 6
Views: 2496

Re: Why is research twice as fast in my sandbox?

A save would probably be helpful for discovering what the problem is.
by NotRexButCaesar
Mon Jan 03, 2022 1:27 am
Forum: Outdated/Not implemented
Topic: Filter box select
Replies: 4
Views: 1724

Re: Filter box select

You can do the same thing by holding the item and then middle clicking on slots you want filtered to that item.
by NotRexButCaesar
Wed Dec 29, 2021 2:14 am
Forum: Gameplay Help
Topic: Our 200-hours-base is overrunned - any ideas?
Replies: 21
Views: 8907

Re: Our 200-hours-base is overrunned - any ideas?

Pascali wrote:
Wed Dec 29, 2021 12:26 am
behind the sloped walls the laser towers?
Yes, the goal is to smooth the corner out to spread the biters out: the problem near the corners is that every biter will attack the same place, but there are fewer turrets in range to defend it because they are behind the corner.
by NotRexButCaesar
Tue Dec 28, 2021 9:59 pm
Forum: Ideas and Suggestions
Topic: UNDERGROUND TRAIN RAILS
Replies: 1
Views: 1305

Re: UNDERGROUND TRAIN RAILS

by NotRexButCaesar
Mon Dec 27, 2021 8:41 pm
Forum: Gameplay Help
Topic: change nickname
Replies: 5
Views: 8339

Re: change nickname

yukinyaa wrote:
Wed Nov 24, 2021 8:17 am
Is there a another way?
What I did was save the game as a scenario, then load the scenario and overwrite the old save. I think that you should still be able to get achievements that way?
by NotRexButCaesar
Mon Dec 27, 2021 8:38 pm
Forum: Technical Help
Topic: Walking or zooming makes my game Choppy/Stutter
Replies: 9
Views: 3152

Re: Walking or zooming makes my game Choppy/Stutter

Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing … it does not show up on OBS I wonder if you have Wait for VSync enabled or not?: it looks like your FPS in the upper right never goes above 60, where when I play if it goes to 59.9 it always compensate...
by NotRexButCaesar
Mon Dec 27, 2021 8:17 pm
Forum: Modding interface requests
Topic: Request for sound in scenarios
Replies: 4
Views: 1734

Re: Request for sound in scenarios

Scenarios are generally just mods from the devs … So I move this to implemented. Based on the Wiki , there are some important differences between mods and scenarios: a scenario can be part of a mod, but it can also be used without a mod. According to https://lua-api.factorio.com/latest/LuaPlayer.ht...
by NotRexButCaesar
Sat Dec 25, 2021 9:59 pm
Forum: Modding help
Topic: Ask for a grammar
Replies: 8
Views: 2958

Re: Ask for a grammar

Can it be implemented in "settings. Lua"? It should be in control.lua Here is an example of a mod using notched sliders: https://github.com/raiguard/Factorio-QuickItemSearch/blob/master/src/scripts/gui/logistic-request.lua#L95 That file is required in control.lua: https://github.com/raigu...
by NotRexButCaesar
Sat Dec 25, 2021 7:18 am
Forum: Modding help
Topic: Ask for a grammar
Replies: 8
Views: 2958

Re: Ask for a grammar

Thank you. I think you understand it wrong. I mean: I want to implement this drag bar in my own mod. How to add it grammatically Maybe I didn't express it clearly enough. Thank you Oh, I should have seen what forum it was in. I am not sure what you mean by 'grammatically'. Here is an example of a s...
by NotRexButCaesar
Fri Dec 24, 2021 10:05 pm
Forum: Modding help
Topic: Ask for a grammar
Replies: 8
Views: 2958

Re: Ask for a grammar

sdgmlj wrote:
Fri Dec 24, 2021 10:30 am
How do I do it?
You can either click and drag the little notch indicator, or type in the number box:
2021-12-24 13-58-15.mp4
(4.88 MiB) Downloaded 203 times
Video
by NotRexButCaesar
Fri Dec 24, 2021 9:45 pm
Forum: Implemented mod requests
Topic: Fully support reverse selection mode on selection tools
Replies: 2
Views: 1729

Re: Fully support reverse selection mode on selection tools

I would like to also request this: having three modes for a selection tool would be useful for me.
by NotRexButCaesar
Thu Dec 23, 2021 4:53 am
Forum: Technical Help
Topic: Game freezes whenever a rail or chain signal is placed or removed
Replies: 6
Views: 2429

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

I understand that this is because the game has to recalculate all train paths whenever a signal is added or removed. I'm after a little advice on what the best way is to address it. I would guess you have trains with no path to their destination: these trains would path all at once when you changed...

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