Search found 1120 matches

by NotRexButCaesar
Tue Sep 14, 2021 11:10 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 33620

Re: What are the most impractical items in Factorio?

I tried doing a "no nuclear power" run. Even with 6k solar panels and ~5k inserters, I still had power outages when everything was running. Four factories for both of panels & accumulators couldn't keep up with demand. Solar/battery is pretty impractical and completely obsoleted by nu...
by NotRexButCaesar
Tue Sep 14, 2021 11:03 pm
Forum: Ideas and Suggestions
Topic: Option to limit what trains can arrive at a train stop
Replies: 10
Views: 2184

Re: Option to limit what trains can arrive at a train stop

Just give the stations different names & put different trains on different schedules It does not need to be ‘mutilated;’ just put the train configuration at the end: ‘Iron-ore 1-4’ or ‘Iron-ore 1-2-1 T1.’ In my opinion, changing the name is not only equivalent but better: it makes it easy to se...
by NotRexButCaesar
Mon Sep 13, 2021 10:26 pm
Forum: Ideas and Suggestions
Topic: Option to limit what trains can arrive at a train stop
Replies: 10
Views: 2184

Re: Option to limit what trains can arrive at a train stop

Just give the stations different names & put different trains on different schedules It does not need to be ‘mutilated;’ just put the train configuration at the end: ‘Iron-ore 1-4’ or ‘Iron-ore 1-2-1 T1.’ In my opinion, changing the name is not only equivalent but better: it makes it easy to see...
by NotRexButCaesar
Sat Sep 11, 2021 7:18 pm
Forum: Gameplay Help
Topic: Radar/zoomed map night vision?
Replies: 6
Views: 2666

Re: Radar/zoomed map night vision?

palmic wrote:
Sat Sep 11, 2021 10:26 am
Hi,
i found out i cannot see at night through my radars even when i have NV equipment and i see with NV out of the map.
Is it some new feature? Can i somehow fix it by research etc?
This seems unclear to me; a picture of the problem would be helpful.
by NotRexButCaesar
Sat Sep 11, 2021 7:11 pm
Forum: Gameplay Help
Topic: how to debug factory designs?
Replies: 10
Views: 4353

Re: how to debug factory designs?

Laie wrote:
Sat Sep 11, 2021 7:04 pm
How can I set arbitrary levels of mining productivity?
Go to the force tab of the editor menu (looks like a flag.)
Make sure the player force is selected & click “Edit other properties.”
Search with control-F for ‘mining-drill-productivity-bonus’ & set a multiplier value.
by NotRexButCaesar
Sat Sep 11, 2021 3:15 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13670

Re: Add arrows to "Block display" for rails when holding signals

In my opinion it also just looks much nicer.
by NotRexButCaesar
Fri Sep 10, 2021 6:11 am
Forum: Modding interface requests
Topic: Allow energy_source = "void" for cars, trains and personal equipments
Replies: 5
Views: 1499

Re: Allow energy_source = "void" for cars, trains and personal equipments

I would also like to request this.

Although the personal fusion reactor already produces power for free, I would like to specify a specific equipment to receive energy rather than any equipment in the grid.
by NotRexButCaesar
Fri Sep 10, 2021 3:36 am
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 15209

Re: Can we please make constructions bots avoid fire?

Koub wrote:
Thu Sep 09, 2021 6:23 am
it doesn't give an overwhelming advantage while removing nuisances
It would make turret creep using robots much more powerful. I am not sure whether that is considered an "overwhelming advantage" or not.
by NotRexButCaesar
Wed Sep 08, 2021 11:20 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex][0.18.31] Incorrectly sized train view dialog on 1920x1920 display
Replies: 4
Views: 4182

Re: [kovarex][0.18.31] Incorrectly sized train view dialog on 1920x1920 display

movax20h wrote:
Tue Sep 07, 2021 8:37 pm
Yep. Fixed. Thank you!
Did you just update? 1.1 was released ~10 months ago.
by NotRexButCaesar
Wed Sep 08, 2021 11:13 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 15209

Re: Can we please make constructions bots avoid fire?

ssilk wrote:
Wed Sep 08, 2021 10:28 pm
Would be a super simple solution, and can be easily modded (think so).
https://mods.factorio.com/mod/invincibl ... ction-bots
by NotRexButCaesar
Wed Sep 08, 2021 10:06 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
Replies: 8
Views: 4829

Re: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)

Tobias1595 wrote:
Wed Sep 08, 2021 2:26 pm
Thanks for the report. The issue has been fixed for 1.1.40.
Thank you! This was very annoying for resetting combinator memory in editor mode.

It looks like you might have forgotten to move this from Assigned to Fixed for the next release.
by NotRexButCaesar
Wed Sep 08, 2021 1:29 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 15209

Re: Can we please make constructions bots avoid fire?

Maybe this could be a roboport setting. You configure the roboport weather bots should return for repairs or not and when a bot leaves a roboport it remembers that setting and acts accordingly. That sounds like a ‘we really want to not change the bot pathfinder; any small seeming change will drasti...
by NotRexButCaesar
Thu Sep 02, 2021 11:50 pm
Forum: Ideas and Suggestions
Topic: burner inserter empty its own burnt_result slot
Replies: 4
Views: 1046

Re: burner inserter empty its own burnt_result slot

Can anybody translate this into a “readable” article ? :) The central idea is that the burner inserter should take burned fuel from the burned fuel result inventory & move it to whatever the inserter is outputting to. There is a similar behavior with burner inserters fueling themselves from the...
by NotRexButCaesar
Tue Aug 31, 2021 11:06 pm
Forum: Ideas and Suggestions
Topic: Improve wording on signals in Rail Signals Basics tutorial
Replies: 2
Views: 915

Re: Improve wording on signals in Rail Signals Basics tutorial

+1 The false information on the yellow signal I would even consider a bug.
by NotRexButCaesar
Tue Aug 31, 2021 11:01 pm
Forum: Gameplay Help
Topic: What am I doing wrong?
Replies: 5
Views: 1871

Re: What am I doing wrong?

Impatient wrote:
Tue Aug 31, 2021 10:32 pm
The cargo waggon is open. Isn't that an indicator for that the train is in a station and alligned correctly?
Not necessarily. The train might still not be aligned correctly due to a curve.
by NotRexButCaesar
Mon Aug 30, 2021 4:35 am
Forum: Wiki Talk
Topic: Stronger explosives in the wiki seems off
Replies: 4
Views: 2268

Re: Stronger explosives in the wiki seems off

Here is where it gets stranger. There is no Level 7 available to be selected from the tree … Level 7 is nowhere to be found. It seems strange that the icon includes 7-[infinity], but the actual level that is displayed is 8 as the first infinite science for this branch. Typing /cheat would have rese...
by NotRexButCaesar
Fri Aug 27, 2021 2:09 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.38] Train fuel can be accessed from across the entire map
Replies: 4
Views: 4097

Re: [1.1.38] Train fuel can be accessed from across the entire map

Please post the log/save.

If you ever had a long reach mod installed, uninstalling it would not revert the reach; that is my guess as to what happened.
by NotRexButCaesar
Wed Aug 25, 2021 2:24 pm
Forum: Gameplay Help
Topic: Belt Counting - Puzzle
Replies: 3
Views: 1227

Re: Belt Counting - Puzzle

Question : How do I set up the combinators to tell me that nothing has travel on the belt? Background : I need to to 1 action if I have not produced any item and as soon as 1 or more items has been produced - do a separate action. I would read from the belt as a pulse to a decider combinator. Wire ...

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