Search found 21 matches
- Fri Nov 01, 2024 8:45 pm
- Forum: Gameplay Help
- Topic: spoilage of input slots?
- Replies: 2
- Views: 337
Re: spoilage of input slots?
cool, thanks
- Fri Nov 01, 2024 5:47 pm
- Forum: Gameplay Help
- Topic: spoilage of input slots?
- Replies: 2
- Views: 337
spoilage of input slots?
I had a biochamber producing bioflux and at some point processing was halted long enough for the input items to spoil. even though I had an assembler set to remove spoilage, this does not seem to clear stuff from the input slots. am I missing something or is this a manual cleanup task?
- Wed Mar 13, 2024 2:20 am
- Forum: PyMods
- Topic: non-recoverable error
- Replies: 0
- Views: 374
non-recoverable error
is this the right place to let you know: 772.880 Error MainLoop.cpp:1404: Exception at tick 99362351: The mod Pyanodons Alternative Energy (1.2.20) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalternativeenergy::on_nth_tick(61) __pyalternati...
- Wed Aug 31, 2022 2:30 am
- Forum: Technical Help
- Topic: map-gen-settings.json in single user mode?
- Replies: 2
- Views: 1008
Re: map-gen-settings.json in single user mode?
thanks - I finally figured this out.
- Mon Aug 29, 2022 3:29 am
- Forum: Maps and Scenarios
- Topic: archipelago map
- Replies: 0
- Views: 3583
archipelago map
Inspired by https://www.youtube.com/watch?v=RgnB5DKkkQc&t , I thought I'd try to make a similar map, which is attached. Part of the challenge is to complete it without landfill. I'm just starting to play it myself, so let me know if you think it's too easy or too hard.
- Sat Aug 27, 2022 11:16 pm
- Forum: Technical Help
- Topic: map-gen-settings.json in single user mode?
- Replies: 2
- Views: 1008
map-gen-settings.json in single user mode?
I'm trying to generate a map outside the normal UI parameter range, so I renamed the example to map-gen-settings.json and made some changes, but I cannot seem to entice Factorio to recognize that. This is on a Mac with Steam. I've seen reference to this file for server Factorio and I'm starting to w...
- Wed Jun 09, 2021 7:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164401
Re: [MOD 1.1] Sea Block Pack 0.5.3
Thanks for that explanation. Perhaps another easy one: why does FNEI show me 10 recipes for steam, none of which I have the tech for, but doesn't show the one I can do - Boiler plus water?
- Sun Jun 06, 2021 3:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164401
Re: [MOD 1.1] Sea Block Pack 0.5.3
I'm new to Sea Block and its various mods and I'm using FNEI to try to understand all what I need to make next. Some recipes show a technology in green and some in red, but some have no technology show like this one: Screen Shot 2021-06-06 at 10.51.47 AM.png What does this mean? It's a recipe that I...
- Wed Jun 02, 2021 3:01 pm
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 8598
Re: auto-generating blueprints
That's why I said was not trivial. Once that text is filed into a Smalltalk image, it becomes much more readable:
The timestamps in the code are when a method was changed. There is a quite a bit of history available in the browsers.- Wed Jun 02, 2021 1:19 pm
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 8598
Re: auto-generating blueprints
I have added the source code as an attachment rather than inline due to size. I guess you understand I meant to say "not exactly". Anyway, let me know if you find this useful
- Wed Jun 02, 2021 1:09 am
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 8598
Re: auto-generating blueprints
Sharing the code is doable, but exactly trivial. It's written in Smalltalk (not everyone's favorite language) and making something simple for others to understand and use would take some thinking. What I was looking to do was something between a purely hand-assembled factory and someone else's bluep...
- Sat May 29, 2021 5:37 pm
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 8598
Re: auto-generating blueprints
The part about the existing base was simply a way to generate input to the algorithm, along the lines of: bigBaseEntities ^#( "#('' 1) " #('accumulator' 6019) #('arithmetic-combinator' 75) #('artillery-turret' 18) #('assembling-machine-1' 4) #('assembling-machine-2' 334) #('assembling-mach...
- Sat May 29, 2021 12:04 pm
- Forum: Tools
- Topic: auto-generating blueprints
- Replies: 9
- Views: 8598
auto-generating blueprints
I've been experimenting with generating blueprints automatically from a list of desired outputs in a period of time. Attached is such a blueprint book. In theory it would build all the entities in my current base in about an hour. Or, probably not in an hour as bottlenecks and other inefficiencies w...
- Mon May 03, 2021 10:11 am
- Forum: Technical Help
- Topic: missing connection in blueprint
- Replies: 4
- Views: 1917
Re: missing connection in blueprint
Thanks, that was the answer (eventually). It wasn't until I had tried that several times that I really understood what was going on with "circuit_id". All's well now.
- Sun May 02, 2021 2:50 pm
- Forum: Technical Help
- Topic: missing connection in blueprint
- Replies: 4
- Views: 1917
Re: missing connection in blueprint
How did you create the string? Code external to Factorio (Smalltalk in this case). Uncompressed, it looks like this: {"blueprint":{"icons":[{"signal":{"type":"item","name":"assembling-machine-3"},"index":1}],"entit...
- Sun May 02, 2021 1:33 pm
- Forum: Technical Help
- Topic: missing connection in blueprint
- Replies: 4
- Views: 1917
missing connection in blueprint
I'm creating blueprints outside of Factorio and have an oddity I can't figure out. I have entities connected with red and/or green wire. In the example below, a green wire between the two wooden chest does not appear when the string is imported. Any ideas? 0eF7VldtuozAQht/FlytccWwO2jdZVcjAJBkJbGSbdq...
- Sun Feb 21, 2021 12:42 pm
- Forum: Logistic Train Network
- Topic: [1.15.1] non-recoverable error
- Replies: 3
- Views: 1804
Re: [1.15.1] non-recoverable error
ah, thanks. didn't realize there had already been an update.
- Sun Feb 21, 2021 1:12 am
- Forum: Logistic Train Network
- Topic: [1.15.1] non-recoverable error
- Replies: 3
- Views: 1804
Re: non-recoverable error
attached log.
problem is repeatable. no user action at time of error - just factorio running by itself.
problem is repeatable. no user action at time of error - just factorio running by itself.
- Sun Feb 21, 2021 12:21 am
- Forum: Logistic Train Network
- Topic: [1.15.1] non-recoverable error
- Replies: 3
- Views: 1804
[1.15.1] non-recoverable error
Is this the right place to mention The mod LTN - Logistic Train Network (1.15.1) caused a non-recoverable error. Please report this error to the mod author. Error while running event LogisticTrainNetwork::on_nth_tick(2) __LogisticTrainNetwork__/script/dispatcher.lua:73: attempt to index field '?' (a...
- Mon Feb 08, 2021 4:13 pm
- Forum: Logistic Train Network
- Topic: no train to transport - strange lengths?
- Replies: 2
- Views: 1382
Re: no train to transport - strange lengths?
yep, that was it. doing cleanup and left a second combinator lurking.