Search found 79 matches

by sorahn
Mon Feb 01, 2021 9:55 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 47
Views: 44644

Re: Dyson Sphere Program

It doesn't bode well for future blueprints/C&P - how would it even work if grids can shift underfoot depending on latitude?

Yeah that's going to be something interesting. I have a research center around the north pole. That couldn't be copied anywhere else, it's a proper polar grid. I would be ...
by sorahn
Mon Feb 01, 2021 1:06 pm
Forum: Off topic
Topic: Dyson Sphere Program
Replies: 47
Views: 44644

Re: Dyson Sphere Program

Other peeves: why are splitters so huge, belts have to be spaced at least every 4 tiles in a bus if you want to use splitters to merge/split from the bus;

It's not terribly obvious at first, but you can use <tab> to switch between 3 different types of splitters. When you do that you can get a bus ...
by sorahn
Fri Jan 29, 2021 4:13 pm
Forum: Off topic
Topic: Factorio Logo font?
Replies: 14
Views: 29236

Re: Factorio Logo font?

What about another bump now?
by sorahn
Fri Jan 22, 2021 1:25 pm
Forum: Releases
Topic: Version 1.1.13
Replies: 12
Views: 13993

Re: Version 1.1.13

Fixed that furnace alt-mode didn't show the last recipe, same as map view "Recipe Icons" option. (94601)
The link here is wrong, I was looking to see if this was reported yesterday and it's fixed today. Perfect.
by sorahn
Mon Jan 18, 2021 12:34 am
Forum: Technical Help
Topic: Factorio quits without warning
Replies: 11
Views: 3784

Re: Factorio quits without warning

but the equivalent in Windows is Alt-F4. This is an OS feature, not a Factorio hotkey
Sure, but alt-f4 is not anywhere near any keys being used normally to play the game, where as 'Q' and Command are both pressed regularly for the default keybindings on MacOS. I had this problem myself a few times ...
by sorahn
Sat Jan 09, 2021 8:56 pm
Forum: PyMods
Topic: Upgrade Planner with PyBuildings
Replies: 0
Views: 991

Upgrade Planner with PyBuildings

Why doesn't the upgrade planner work by default over the buildings with out having to go in and manually set each building I want to upgrade?

I tried searching a bit but didn't find any previous discussion, if this was already discussed please just point me in the right direction. Thanks.
by sorahn
Tue Dec 29, 2020 10:59 am
Forum: Mods
Topic: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
Replies: 19
Views: 10532

Re: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid

Hi Deadlock.

We noticed that with the Transmat, once it moves you somewhere, the biters no longer attack the player.
by sorahn
Tue Dec 29, 2020 1:19 am
Forum: Mods
Topic: Industrial Revolution 2 discussion
Replies: 125
Views: 69458

Re: Industrial Revolution 2 discussion

Is anyone else far enough along to be dealing with needing astronomic levels of sulfuric acid?

What are you doing to keep up with that? Right now we're using oil -> petroleum coke (solid fuel) and just destroying it.
by sorahn
Sat Dec 26, 2020 2:04 pm
Forum: Not a bug
Topic: [1.1.6] Password not remembered when server mods change
Replies: 1
Views: 1048

[1.1.6] Password not remembered when server mods change

Subject basically. Whenever the mods on a server change, it asks for the server password again even though the password didn't change.
by sorahn
Mon Dec 07, 2020 10:39 pm
Forum: Ideas and Suggestions
Topic: Allow setting yellow rail signal with circuit network
Replies: 3
Views: 1613

Re: Allow setting yellow rail signal with circuit network

Thats easy to do with one signal like that, but harder when you are using the circuit network to close the signal otherwise. Not impossible because we're doing it, just more complicated than it would be if you could just set the signals to be yellow.
by sorahn
Mon Dec 07, 2020 9:55 pm
Forum: Ideas and Suggestions
Topic: Allow setting yellow rail signal with circuit network
Replies: 3
Views: 1613

Allow setting yellow rail signal with circuit network

TL;DR
Allow yellow signals set to yellow by the circuit network to work like signals set to red, but trains can pass through them with out them having to be opened again.


What ?
Currently you can set a signal to red with the circuit network and it will add a penalty of 1000 to the train ...
by sorahn
Sat Nov 28, 2020 2:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
Replies: 6
Views: 5434

Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1

A little bit more info when looking through more auto-saves. It seems that the ones that were clustered really close together are the ones that disappeared. In the screenshots/save I posted 2 from the attack group are a little farther apart and survived the upgrade. But on the actual server they had ...
by sorahn
Sat Nov 28, 2020 2:12 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
Replies: 6
Views: 5434

[1.1.2] Spidertrons disappeared upgrading from 1.1.1

When we upgraded our server to 1.1.2 a bunch of spidertrons disappeared from the map.

If you load the attached save in 1.1.1 you can see various groups of them sitting around. A group of 5 near -76,-108, and another group of 3 near -29,-39, and if you load it in 1.1.2 most of them are gone ...
by sorahn
Thu Nov 26, 2020 8:45 am
Forum: Implemented Suggestions
Topic: Add # of trains to the new Train Station GUI
Replies: 4
Views: 2563

Re: Add # of trains to the new Train Station GUI

Yay! This got added! <3 <3
by sorahn
Thu Nov 26, 2020 8:27 am
Forum: Won't fix.
Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
Replies: 3
Views: 2496

Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly

As far as I can tell my standalone installs on macOS are working fine.


sorahn@hyperion:/A/f/F/factorio.app
$ pwd
/Applications/factorios/Factorio_Dev/factorio.app
sorahn@hyperion:/A/f/F/factorio.app
$ cat config-path.cfg
config-path=__PATH__executable__/../../../config
use-system-read-write-data ...
by sorahn
Wed Nov 25, 2020 7:11 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 59927

Re: Version 1.1.1

brunzenstein wrote: Wed Nov 25, 2020 3:49 pm It’s a force click, not a right click
No, force click is something else. A force click is an action you can do on the trackpad, not what gets sent to the OS.

Image
by sorahn
Wed Nov 25, 2020 3:34 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 59927

Re: Version 1.1.1




I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters.


There is no middle click on Mac though ...
by sorahn
Wed Nov 25, 2020 3:22 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 59927

Re: Version 1.1.1


Hi,

could you re-enable the debug feature where the robots are shown as small (yellow) rectangles on map view?
It was so easy to check how the robots moved and worked. As well easy to recognize whether logistic robots are on the way to refill/ empty trash.

Maybe it is out of place, but I would ...
by sorahn
Wed Nov 25, 2020 2:50 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 59927

Re: Version 1.1.1



I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters.


There is no middle click on Mac though :( So ...
by sorahn
Wed Nov 25, 2020 2:36 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 59927

Re: Version 1.1.1


I checked in 1.0 and it does also set filter on empty slot when left clicking. I think *that* is the problem. It teaches players that left click can be used to set filters, even though every other filter slot in the game uses middle click to interact with filters.


I can get behind that too, I'm ...

Go to advanced search