Search found 445 matches

by AntiElitz
Fri Mar 01, 2024 12:41 pm
Forum: News
Topic: Friday Facts #400 - Chart search and Pins
Replies: 73
Views: 11625

Re: Friday Facts #400 - Chart search and Pins

The map search is amazing. I also want that for my local supermarket when I look for that ONE product I just cannot find. :D
by AntiElitz
Tue Feb 27, 2024 6:05 pm
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 8
Views: 820

Re: [1.1.104] Priority Splitter producing gaps with full input

It's going to happen. If the left belt ore is one or two ticks ahead of the right belt ore, the splitter can start passing the left ore, see the right ore and have to decide which belt to send it to. Since the left belt's currently busy (in that lane), it sends it out the right belt. But then there...
by AntiElitz
Thu Feb 22, 2024 10:58 pm
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 8
Views: 820

[1.1.104] Priority Splitter producing gaps with full input

Related: https://forums.factorio.com/viewtopic.php?f=23&t=111444 Repost as topic was phrased poorly and described wrongly. Situation: red box input is permanently full and never has any gaps Expected bahavior: prioritized side of the output also has no gaps Actual bahavior: sometimes there is a ...
by AntiElitz
Fri Jan 05, 2024 2:17 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 23804

Re: Friday Facts #392 - Parametrised blueprints

This sounds really cool! Will you be able to get input parameters be set from an external source or condition of the Factory? like from a roboport network?
by AntiElitz
Sat Nov 04, 2023 7:07 am
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 28969

Re: Friday Facts #383 - Super force building

Seems really cool! I love the landfill stuff in particular. While you are working in this anyways, what do you think about moving the automatic deconstruction if trees and rock to normal placement? To me personally it feels like I never don't force print as there always is any tree or rock or cliff ...
by AntiElitz
Fri Sep 22, 2023 2:03 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49211

Re: Friday Facts #377 - New new rails

Is no one going to mention the combinator-looking thing being put into a red chest? https://i.imgur.com/EJwRqrL.png I, for one, welcome our new rail overlords! Remember, folks, you can download older versions of Factorio so you can keep onto your older saves once they become unsupported. I'll total...
by AntiElitz
Sat Sep 16, 2023 9:23 pm
Forum: Duplicates
Topic: [1.1.91] Missing curcuitry "pulse" when sideloading on a belt
Replies: 1
Views: 337

[1.1.91] Missing curcuitry "pulse" when sideloading on a belt

Items that are sideloaded on another belt are sometimes not creating a circuitry pulse.
See video for explanation. Savegame with replay at exact position attached.

Watch: https://youtu.be/F8_VsnAxFrs
by AntiElitz
Fri Sep 08, 2023 1:05 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 803
Views: 126292

Re: Friday Facts #375 - Quality

This sounds really interesting. My worries that the expansion would only extent existing content has vanished. This sound like a new mechanic that will offer us a lot of room for optimasation and complexity. Really appreaciate the courage to introduce new mechanics that really make the extension pla...
by AntiElitz
Fri Aug 25, 2023 1:46 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 69010

Re: Friday Facts #373 - Factorio: Space Age

Really exited for the expansion! Looking at the new science colors I really hope you consider some shape changes to the Flasks. Those colors do really get close to each other. Hard to see even for non colorblind people :)

Image
by AntiElitz
Mon Aug 07, 2023 1:22 am
Forum: Ideas and Suggestions
Topic: Colorblindness/Accessibility Improvements
Replies: 9
Views: 1382

Re: Colorblindness/Accessibility Improvements

I have a red green color weakness and can only second this. eg I have a lot of trouble to see greeninsh turret range on reddisch desert tiles. The color filters to not really help sufficiently with this. In this case a dotted range circle though would do the trick with ease.
by AntiElitz
Tue Jul 04, 2023 1:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
Replies: 6
Views: 1908

Re: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets

I like the new behavior much better from a speedrunner perspective running other categories though. Stuff dropping on ghost was really annoying. Also this change does appear like a clear improvement for the casual player, so seems good to me.
by AntiElitz
Thu Jun 15, 2023 4:39 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
Replies: 9
Views: 3388

Re: [1.1.84] Single drop coal into furnaces/drills dont work with double binds

I just want to add that even though this may not look like a big issue at first, for us speedrunners it really is very important. We really would highly appreaciate the previos behavior to be restored :)
by AntiElitz
Thu Dec 01, 2022 7:40 pm
Forum: Pending
Topic: [1.1.73] Desync on joining game
Replies: 3
Views: 839

[1.1.73] Desync on joining game

Report attached,
is using a mod, but that one is trivial (just a clock) and should change anything.
by AntiElitz
Mon Oct 10, 2022 5:47 pm
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 6
Views: 3183

Re: [1.1.41] Redundant power pole placed while building

Pretty forced in this replay. You get it rarely when you keep pressing down the mouse button all the time while then swapping the entity to place between poles and inserters. Not sure it's exactly the same case. Replay attached.

Image
by AntiElitz
Fri Jun 03, 2022 10:27 pm
Forum: Minor issues
Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
Replies: 2
Views: 1172

Re: [1.1.59] Q-Picking is delayed so GUI box still opens

Here is a case where its even more easy to reproduce
- hold item in hand
- double q oder entity
- drag immediately

As visible in the replay the gui sometime only appears for a frame. I think this can end up in a case where the gui isn't visible at all like in the clip

Replay attached
by AntiElitz
Fri Jun 03, 2022 10:13 pm
Forum: Minor issues
Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
Replies: 2
Views: 1172

[1.1.59] Q-Picking is delayed so GUI box still opens

Case: Press Pipette tool Q and immediately/ simultaneously leftclick / place Behavior: you open the GUI of the entity AND you have an item on you cursor that you place I thin this can also result in a case where the GUI immediately closes but the smart belt draggign is still messed up See: https://c...
by AntiElitz
Fri Jun 03, 2022 4:06 am
Forum: Fixed for 2.0
Topic: [kovarex][1.1.59] Lock belt working inconsistent
Replies: 5
Views: 2541

Re: [1.1.59] Lock belt working inconsistent

I am finally able to fully reproduce the bug!
It happens when you place a belt at the same time you rotate! (I rebound rotate to space in case this matters)
Here is a replay with 3 cases of the bug attached
by AntiElitz
Thu Jun 02, 2022 4:02 pm
Forum: Fixed for 2.0
Topic: [kovarex][1.1.59] Lock belt working inconsistent
Replies: 5
Views: 2541

[kovarex][1.1.59] Lock belt working inconsistent

Sometimes (about once each hour of playtime) the "Lock belt to straight line" / "Smart belt dragging" will fail to activate. At first I thought this is related to q picking, but now i have this clip where is occurs by hot-keying as well. I will provide more clips and a replay the...

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