Search found 107 matches

by deer_buster
Fri Jun 23, 2017 2:56 pm
Forum: Ideas and Suggestions
Topic: Charge equipment batteries when in power grid supply area
Replies: 0
Views: 429

Charge equipment batteries when in power grid supply area

It would be a great addition if your equipment batteries recharged automatically (depending on power availability), while you were within the supply area of the power grid. This would allow you to have to rely on your batteries when you were out and about exploring or fighting, but not while you are...
by deer_buster
Fri Jun 23, 2017 2:32 pm
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3196

Re: Error when updating

guess some dev will need to look at that. I hope so...it's very frustrating.... also you don't happen to be running also another instance of factorio as server? (i do sometimes, but i have server in separate folder and update each - eg. game and server - individualy) Never on my game machine. My se...
by deer_buster
Fri Jun 23, 2017 3:12 am
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3196

Re: Error when updating

Results from trying to go to 0.15.23 after manually forcing permissions and verifying ownership.. 0.001 2017-06-22 22:09:39; Factorio 0.15.22 (build 30380, win64, alpha) 0.001 Operating system: Windows 7 Service Pack 1 0.001 Not rotating logs. 0.001 Info Updater-win32.cpp:125: Starting updater 0.001...
by deer_buster
Fri Jun 23, 2017 3:10 am
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3196

Re: Error when updating

if your game is in program files, try reseting game folder permissions see here https://forums.factorio.com/viewtopic.php?f=11&t=46089 other culprit might be antivirus. It is not in program files...I've tried it in multiple places but right now it is in a "games" folder on my E drive ...
by deer_buster
Thu Jun 22, 2017 1:03 pm
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3196

Re: Error when updating

if your game is in program files, try reseting game folder permissions see here https://forums.factorio.com/viewtopic.php?f=11&t=46089 other culprit might be antivirus. It is not in program files...I've tried it in multiple places but right now it is in a "games" folder on my E drive
by deer_buster
Wed Jun 21, 2017 10:46 pm
Forum: Technical Help
Topic: Error when updating
Replies: 11
Views: 3196

Error when updating

So, for a while now (probably since around 0.15.10 or so, if I had to guess), whenever the autoupdater tries to update, it detects the update....downloads the update (I've verified this many times in the Temp folder). However, when it tries to perform the update, it gets to the point where factorio ...
by deer_buster
Mon Jun 19, 2017 8:35 pm
Forum: Ideas and Suggestions
Topic: Wiring overhaul
Replies: 5
Views: 2470

Re: Wiring overhaul

I like this... - Replace "red" and "green" with a single "cable bundle" (could be black, green, or whatever). There's nothing wrong with the existing red/green except that it can get crowded, only allows two distinct signals, and would be even more confusing with more c...
by deer_buster
Sun Jun 18, 2017 5:24 am
Forum: Ideas and Suggestions
Topic: Wiring overhaul
Replies: 5
Views: 2470

Wiring overhaul

This is a multiple part suggestion for reworking both normal wires and circuit networking wires, since we don't have enough colored wire types to do what I think we should be able to do. 1) All powered items would get connected explicitly with copper wire, just like everything in the real world does...
by deer_buster
Wed Jun 14, 2017 10:28 pm
Forum: Releases
Topic: Version 0.15.20
Replies: 29
Views: 20225

Re: Version 0.15.20

HurkWurk wrote: 800 items per minute looks nicer.
Yep, although the fractional value is nice too 16 2/3 is better than 16.67
by deer_buster
Mon Jun 05, 2017 12:18 pm
Forum: Implemented Suggestions
Topic: [0.15] Deconstruct all except trees/rocks
Replies: 23
Views: 9387

Re: [0.15] Deconstruct all except trees/rocks

I'd like a way to just add this deconstruction planner to my blueprintbook. Yes! I was also going to suggest this as well. Deconstruction planners can now become very customized and it seems silly to have to recreate them for every game. This is especially considering the blueprint library we have ...
by deer_buster
Thu Jun 01, 2017 6:51 pm
Forum: Not a bug
Topic: [0.15.17] Recipe Crafting time does not update
Replies: 2
Views: 751

[0.15.17] Recipe Crafting time does not update

Not sure if this is considered a bug or not, but I consider it as such. When a recipe is selected in an assembly structure, the crafting time does not update, taking into account crafting speed (with or without addition effects of modules and beacons). Instead it always shows the value as if craftin...
by deer_buster
Tue May 30, 2017 8:32 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 25
Views: 10498

Re: Mining drill ore selection

I'm in the same crowd that thinks you ought to be able to filter what you mine for these disgusting mixed ore patches...without having to spend extra resources to have filter inserters sort the extract.
by deer_buster
Tue May 30, 2017 8:17 pm
Forum: General discussion
Topic: Fluid wagon vs Cargo wagon comparison: Transporting fluids
Replies: 39
Views: 22997

Re: Fluid wagon vs Cargo wagon comparison: Transporting fluids

Personally, I would set the stack size of the barrels down to 5 (and I have modded it such for personal use). Then the tank wagon would be worth it, but the stock wagon could be still useful.
by deer_buster
Thu May 25, 2017 8:21 pm
Forum: Ideas and Suggestions
Topic: Probability-based recipe outputs are independent
Replies: 5
Views: 3436

Re: Probability-based recipe outputs are independent

hmm, just figured out that what I should be using is amount_min and amount_max...but that only works for an equal % chance of the values this wouldn't work with amount_min/max results = { {name="copper-plate", amount=1, probability=0.6}, {name="copper-plate", amount=2, probabilit...
by deer_buster
Thu May 25, 2017 8:11 pm
Forum: Modding help
Topic: Is this possible?
Replies: 8
Views: 3351

Re: Is this possible?

Note: probability is currently on a per result....so you could theoretically get a positive result on all 1000 ores, even if you set probability to 0.0001
by deer_buster
Thu May 25, 2017 8:06 pm
Forum: Ideas and Suggestions
Topic: Probability-based recipe outputs are independent
Replies: 5
Views: 3436

Re: Probability-based recipe outputs are independent

Aye, I would like to have some ore that has a recipe like this. results = { {name="iron-plate", amount=1, probability=1}, {name="copper-plate", amount=1, probability=0.5}, {name="copper-plate", amount=2, probability=0.5} } My expected (aka desired) result would be that ...
by deer_buster
Thu May 25, 2017 6:35 pm
Forum: Implemented Suggestions
Topic: Dropping items on belt sides only
Replies: 8
Views: 7254

Re: Dropping items on belt sides only

I agreement...I hate how it overflows now...
by deer_buster
Thu May 25, 2017 12:20 pm
Forum: Implemented Suggestions
Topic: Turret Kill Counter
Replies: 3
Views: 1650

Re: Turret Kill Counter

Now, if you were to say, expose this already existing count to the circuit network, that would be nice...
by deer_buster
Tue May 23, 2017 3:53 pm
Forum: Ideas and Suggestions
Topic: Darken miner on depleted deposit
Replies: 14
Views: 4886

Re: Darken miner on depleted deposit

bottleneck would be a great addition to vanilla, imho. Would serve to meet the need of the OP and would give great additional functionality.
by deer_buster
Tue May 23, 2017 3:50 pm
Forum: Ideas and Suggestions
Topic: Make wood useful
Replies: 27
Views: 10866

Re: Make wood useful

Wooden walls could be a thing, plus it has the upside of already being a mod that you can use. I've used the mod, and it is nice to be able to convert some excess wood to a defensive barrier that can at least notify that something is attacking. Granted, there is no practical late-game use for wood c...

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