Search found 58 matches
- Sun Jan 25, 2026 1:44 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] Inserters taking from chest close to trains may accidentely connect to the rail instead
- Replies: 4
- Views: 428
Re: [2.0.73] Inserters taking from chest close to trains may accidentely connect to the rail instead
I looked into this case and found a small tweak around inserters, ghosts and curved rails. For 2.1 when the inserter is sleeping on the ghost chest (waiting for it to be revived) and then it is revived, it will keep using the chest instead of switching to rail-only mode.
This does fix the use ...
- Sun Mar 23, 2025 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.42] Crash on copy while dead (ChartRenderSettings::copyFrom)
- Replies: 4
- Views: 1987
Re: [2.0.42] Crash on copy while dead (ChartRenderSettings::copyFrom)
Here's a VOD: https://www.twitch.tv/antielitz/clip/Ka ... myMmfRWlXC
Note that the game kept running for a little bit after the death screen. Apparently Anti did paste something while dead.
Note that the game kept running for a little bit after the death screen. Apparently Anti did paste something while dead.
- Fri Dec 20, 2024 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] "Automatic requests from space platforms" not saved in blueprint string exports
- Replies: 3
- Views: 1976
Re: [Rseding91] [2.0.23] "Automatic requests from space platforms" not saved in blueprint string exports
I'm afraid it is not fixed. Instead, now the "Automatic requests from space platforms" is always on for ex-/imported blueprints.
Tested in 2.0.27
Tested in 2.0.27
- Thu Dec 19, 2024 3:28 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
- Replies: 32
- Views: 13669
Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Thank you for the tool, it is very useful and well done. I have some suggestions to streamline the construction blueprints:
Consider this platform: https://rocketcal.cc/c14bbb4311615a0693ae8912e7f25ede It only uses starter platform as auto launch and it has deleted default platforms. The auto ...
Consider this platform: https://rocketcal.cc/c14bbb4311615a0693ae8912e7f25ede It only uses starter platform as auto launch and it has deleted default platforms. The auto ...
- Wed Nov 06, 2024 6:51 pm
- Forum: Implemented Suggestions
- Topic: Show recycler arrows in alt mod
- Replies: 3
- Views: 927
Re: Show recycler arrows in alt mod
Fixed in 2.0.15, see also this duplicate 119176
- Sun Oct 27, 2024 12:23 pm
- Forum: Implemented Suggestions
- Topic: Show recycler arrows in alt mod
- Replies: 3
- Views: 927
Show recycler arrows in alt mod
When playing with alt mode, there is the option to show arrows for inserters, mining drills, and pumps. Unfortunately not so for recyclers, their arrows are only shown on mouse hover.
Especially on dense layouts with mirroring, it would be a huge help to be able to show the arrows for recyclers ...
Especially on dense layouts with mirroring, it would be a huge help to be able to show the arrows for recyclers ...
- Sun Oct 31, 2021 1:24 pm
- Forum: Not a bug
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 10
- Views: 6508
Re: [1.1.42] Smart rotations facing the wrong way
I also get this a lot and it is quite infuriating.
- Wed Jul 29, 2020 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 13450
Re: Game sounds are uncomfortable and obscure
Thanks for all the insightful additions. I can only agree to that. It would be great if this could be addressed as the last "problem area" before 1.0.
- Thu Jul 23, 2020 10:40 pm
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 13450
Game sounds are uncomfortable and obscure
A good part of the current version of the in game sounds could be improved significantly. While this may be up to personal perception, I know many regular players share this negative perception of the current sounds. It is also not just a thing of getting used to the "new" sounds, since they were ...
- Sun May 31, 2020 2:24 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 46825
Re: Version 0.18.27
The majority of graphical and sound changes are great and very much appreciated. Some of it mainly about "getting used to it". But a few things peek out to me very strongly:
The ghost placement sound is not only annoying, it literally makes me physically uncomfortable - like screeching on a ...
The ghost placement sound is not only annoying, it literally makes me physically uncomfortable - like screeching on a ...
- Mon Apr 27, 2020 9:00 am
- Forum: Modding discussion
- Topic: Any% Tool-Assisted Speedrun WR 1:21:20
- Replies: 4
- Views: 3412
Re: Any% Tool-Assisted Speedrun WR 1:21:20
Great job! Do you have any idea how much time you spent on the preparation?
- Mon Jul 15, 2019 8:36 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 89689
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
It's good to have some more facts in the "G2A debate" and to hold G2A to their word. That's certainly better than just having a twitter warrior with something of a vendetta vs a company dumping out nice words...
I just can't get rid of the feeling this isn't actually about G2A... this is about ...
I just can't get rid of the feeling this isn't actually about G2A... this is about ...
- Sat Sep 15, 2018 12:38 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 183301
Re: Friday Facts #260 - New fluid system
I think that using the electric network is a good idea. I propose a model based on real life water piping, the one you have in your houses. This allows to get rid of water "level" and use only pressure as variable.
Each source (ex offshore pump) works as a power source that has a fixed tension ...
- Fri Sep 14, 2018 9:40 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 183301
Re: Friday Facts #260 - New fluid system
I carry this idea around for a while now - unfortunately I never found the time to implement a prototype.
Basic model
The fluid network is as a network of resistors and apply Kirchhoff's circuit laws. This goes in the direction of electricity network, but does not have the drawbacks mentioned in ...
Basic model
The fluid network is as a network of resistors and apply Kirchhoff's circuit laws. This goes in the direction of electricity network, but does not have the drawbacks mentioned in ...
- Wed May 02, 2018 6:06 pm
- Forum: Not a bug
- Topic: [0.16.37] Neutral chests can't be fast replaced
- Replies: 4
- Views: 7342
Re: [0.16.37] Neutral chests can't be fast replaced
So the question is, Is there a better way to implement the actual goal - being able to steal from enemy chests - without the mentioned downsides.
- Mon Apr 30, 2018 6:55 pm
- Forum: Not a bug
- Topic: [0.16.37] Neutral chests can't be fast replaced
- Replies: 4
- Views: 7342
Re: [0.16.37] Neutral chests can't be fast replaced
This is in fact quite an issue.
There is also another issue with neutral chests: They are not included in blueprints created from the game.
There is also another issue with neutral chests: They are not included in blueprints created from the game.
- Sun Dec 17, 2017 11:45 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 91613
Re: Friday Facts #221 - 0.16 is out
Just to add another everything should compress .
On sideloading, I have the strong opinion that it should compress. A single splitter works only if both sides have the same item. The "solutions" for sideloading an item to a particular side have been posted, and are ugly, bulky and boring.
On ...
On sideloading, I have the strong opinion that it should compress. A single splitter works only if both sides have the same item. The "solutions" for sideloading an item to a particular side have been posted, and are ugly, bulky and boring.
On ...
- Thu Dec 14, 2017 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGos] [0.16.0] Starting area has no water
- Replies: 20
- Views: 15271
Re: [TOGos][16.0] Starting area has no water
I have to agree with all the others. Do not delay mapgen changes. As long as 0.16 is marked expermental, you needn't be worried.
Water is clearly not the only issue. I strongly believe cliffs need adjustment to fulfill their role of "create interesting combat situations, or with some modifications ...
Water is clearly not the only issue. I strongly believe cliffs need adjustment to fulfill their role of "create interesting combat situations, or with some modifications ...
- Mon Dec 11, 2017 6:00 pm
- Forum: News
- Topic: Factorio T-shirts store now open
- Replies: 88
- Views: 95275
Re: Factorio T-shirts store now open
+1exi123 wrote:Why only PayPal?Is there any way to pay this on an other way?
PayPal is a huge issue for me - I had my personal PayPal horror story as many other people have.
- Mon Nov 06, 2017 10:07 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 66355
Re: Friday Facts #215 - Multithreading issues
One would think trains and belts would exceed cache lines. But they probably have things like smart pointers and lists allocated dynamically. And then you have structures with just a bool and a pointer (16 byte with padding) or a prev, next and data link (32 byte with padding). And suddenly the ...