Search found 37 matches

by noclaf
Tue Apr 20, 2021 6:13 pm
Forum: Implemented in 2.0
Topic: Deconstruct landfill
Replies: 24
Views: 11520

Deconstruct landfill

I agree that digging out land and replacing with water would be OP - but I strongly believe it should be possible to remove landfill. WHY Landfill is often placed in large bulks and it's easy to miss that you are covering spot intended to be a water source near power plant or refinery. The irreversi...
by noclaf
Sun Apr 18, 2021 11:49 am
Forum: Minor issues
Topic: [1.1.30] Radar/map view not accurate
Replies: 2
Views: 1183

Re: [1.1.30] Radar/map view not accurate

Well, I agree it's not gamebreaking :-)
But I expect an apology from you - it's not my fault Factorio is so perfect product we have to start looking for such a minor issues. :lol:
by noclaf
Sat Apr 17, 2021 2:43 pm
Forum: Minor issues
Topic: [1.1.30] Radar/map view not accurate
Replies: 2
Views: 1183

[1.1.30] Radar/map view not accurate

Reproduction : - Plan a construction of entities in area outside of your radar view. - These ghost are in light purple on your map view. - Wait somewhere outside of direct sight for moment, when one of your radars will reveal the chunk with the ghost. - Cancel the building (you can do that while the...
by noclaf
Sat Apr 17, 2021 2:37 pm
Forum: Ideas and Suggestions
Topic: Editing in map view
Replies: 12
Views: 4769

Aligning illogical differences between copying and building of entities

Hi, I suggest to allow the player to set-up entity details while being also radar view only (i.e. the player itself somewhere in the distance) Currently there is a very annoying difference while editing details of an entity (recipe of assembler, on/off rules for inserters, logistic requests/filters ...
by noclaf
Sat Apr 17, 2021 2:28 pm
Forum: Outdated/Not implemented
Topic: Avoiding impossible drone flight paths
Replies: 1
Views: 907

Avoiding impossible drone flight paths

Hi, my suggestion is to somehow improve pathfinding for the drones to avoid them being stuck at one location. The root cause of my suggestion is something almost on edge of being an error - if you have a larger base you can easily run into issues with drones taking impossible flight paths and circli...
by noclaf
Wed Jan 13, 2021 9:44 pm
Forum: Minor issues
Topic: [Twinsen][1.0.0] Rounding discrepancy in production
Replies: 7
Views: 2518

Re: [Twinsen][1.0.0] Rounding discrepancy in production

So sad, much worry, like not, doge frown!

Thanks for looking into it. I will try to activate my inner zen each time my eye starts twitching seeing this in the game. I will close my eyes and think of England (and the bigger good). :lol:
by noclaf
Sat Jan 09, 2021 1:48 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129930

Re: Version 1.1.0

1.1 is stable, as in, it works really well - in many cases, better than 1.0. this is because of ^ not integrating any of the bugfixes into 1.0 branch. i don't really understand the OP, why get upset over 1.1 still being in experimental branch? it'd be another thing if 1.1 weren't even available to ...
by noclaf
Wed Jan 06, 2021 7:13 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129930

Re: Version 1.1.0

Sorry, but at this point I consider it a (minor) failure in the development. We have already 6 other releases after 1.1.0 - but 1.1.0 is still not in production branch (1,5month after release into experimental). And when I reported a potential bug recently, I was asked whether it is the same in 1.1...
by noclaf
Wed Jan 06, 2021 1:39 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129930

Re: Version 1.1.0

Sorry, but at this point I consider it a (minor) failure in the development. We have already 6 other releases after 1.1.0 - but 1.1.0 is still not in production branch (1,5month after release into experimental). And when I reported a potential bug recently, I was asked whether it is the same in 1.1....
by noclaf
Tue Dec 22, 2020 11:38 am
Forum: Minor issues
Topic: [Twinsen][1.0.0] Rounding discrepancy in production
Replies: 7
Views: 2518

Re: [1.0.0] Rounding discrepancy in production

Can you reproduce this in 1.1.6? Sorry, no, I'm running production. But you can test, Blueprint attached. It's only 21 12beaconed battery assemblers - creative mod used to create power supply and source ingredients. In 5s stats, the "right" 1min production number flickers between 2.6 and ...
by noclaf
Mon Dec 21, 2020 10:12 pm
Forum: Minor issues
Topic: [Twinsen][1.0.0] Rounding discrepancy in production
Replies: 7
Views: 2518

[Twinsen][1.0.0] Rounding discrepancy in production

This bothers me a lot for some time. Triggering my OCD. Is it 2.6 or 2.7? 2.0 or 2.1? Looks like one number is trunc while the other round. And no, it's not flickering - it's sitting there rock solid for dozens of second, laughing into my face. :D
Screenshot 2020-12-21 230925.png
Screenshot 2020-12-21 230925.png (41.78 KiB) Viewed 2518 times
by noclaf
Sun Dec 20, 2020 1:35 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129930

Re: Version 1.1.0

Práce kvapná, málo platná! Dvakrát měř, jednou releasuj! :mrgreen: I want to start a new vanilla megabase over the Christmas (kids gone, etc :D ) and I kind-of need some of the 1.0->1.1 improvements to get rid of some annoying stuff I faced in the past. Ježíšek won't bring you any gifts if you are n...
by noclaf
Sat Dec 19, 2020 12:07 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 129930

Re: Version 1.1.0

Are we going to have 1.1.0 in stable before Christmas? Pretty please! ;)
by noclaf
Sun Nov 15, 2020 1:46 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.0.0.] Settings lost after game restart
Replies: 3
Views: 2436

Re: [1.0.0.] Settings lost after game restart

Same session - I died and it asked me what I want to do. And as I knew it was so hopeless there is no point to Respawn, I clicked Restart.
by noclaf
Sun Nov 15, 2020 9:48 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][1.0.0.] Settings lost after game restart
Replies: 3
Views: 2436

[Twinsen][1.0.0.] Settings lost after game restart

Hello folks!
I noticed that when I restarted game after terrible terrible failure on Deathworld, the new game was not set-up with exactly the same settings. I had originally turned on research queue available from the beginning, but in the new game I was back to the default state.
by noclaf
Fri Jul 17, 2020 7:58 pm
Forum: Railway Setups
Topic: Intangir's Vanilla Train Network (w/ smart depo) v0.9
Replies: 6
Views: 9458

Re: Intangir's Vanilla Train Network (w/ smart depo) v0.9

Hello folks. I have a problem and I don't know what I have done wrong. :? For unload the trains are leaving ok. But for load they leave only once, when I plug in new station of the correct type. I rebuilded depo and stations to ensure all wires are in place as in blueprint...but still the same. You ...
by noclaf
Mon Apr 27, 2020 7:37 am
Forum: Implemented Suggestions
Topic: Construction bots - following pre-destruction wire set-up
Replies: 1
Views: 865

Construction bots - following pre-destruction wire set-up

Hello! My suggestion is quite simple - when construction bots replace destroyed power poles, these power poles should have the same wire configuration as before destruction. Reasoning - I have many power-hungry production facilities turned on/off automatically by circuit conditions linked to switch ...

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