Search found 12 matches

by nethus
Sat May 11, 2024 12:01 am
Forum: General discussion
Topic: Please Make Science Packs Less Abstract
Replies: 5
Views: 359

Re: Please Make Science Packs Less Abstract

And an anecdote on how this confusion and/or inefficiency can affect gameplay. On another scenario, I had a limited number of blue science packs, so I put them towards laser turrets and calculated that I had just enough to finish the research. I did not - the research progress bar ended up at 99%, ...
by nethus
Tue Apr 23, 2024 6:18 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 12816

Re: Snap hand-placement to blueprints.

I'm not talking about placing blueprints , but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots. My bad, Sorry I've misunderstood you. That makes a lot of sense indeed.
by nethus
Mon Apr 22, 2024 10:17 pm
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 58
Views: 12816

Re: Snap hand-placement to blueprints.

you can already do that by activating the snap to grid option. After you do, a blue rectangle will appear around your BP and you can choose between relative (to start anywhere you want whilst dragging) and absolute (helps ensure that if you start placing blueprints from different positions, that the...
by nethus
Thu Apr 11, 2024 5:19 pm
Forum: Ideas and Suggestions
Topic: Let construction robots place items that were just deconstructed nearby
Replies: 15
Views: 849

Re: Let construction robots place items that were just deconstructed nearby

I work around this by placing a (yellow) storage chest, and placing one of each item that I expect to be deconstructed in it (belts, inserters, AM's, power pole,...). All bots will dump the deconstructed items in the chest and go wait in a nearby roboport, and once you start reconstructing, both bot...
by nethus
Fri Jan 19, 2024 1:22 am
Forum: Ideas and Suggestions
Topic: Check map exchange string when overwriting a save
Replies: 4
Views: 383

Re: Check map exchange string when overwriting a save

Great idea. Or maybe based on a GUID or other unique identifier, generated at the start of a game (or first time it is saved) and stored into the save file?
I can imagine map exchange strings being reused...
by nethus
Wed Jan 17, 2024 11:15 am
Forum: Off topic
Topic: GoG User Agreement Changes Discussion
Replies: 9
Views: 2066

Re: GoG User Agreement Changes Discussion

disiclaimer: I'm not legally schooled... ... but by the looks of it, I have as well the impression that they (unknowingly?) forbid you to mod any game they sell. I think those clauses are generic clauses you'll find in most UA's from company's that sell software, written by lawyers that have no clue...
by nethus
Mon Jan 15, 2024 11:24 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 229
Views: 48400

Re: Friday Facts #393 - Putting things on top of other things

Having blue belts with 45 items/s always seemed a little strange: where a red belt has double the capacity of a yellow, a blue belt only adds 50% more. Splitting a blue belt in half results in 2 uncompressed red belts. So with that in mind I'm certainly not opposed to a new tier of belts that can do...
by nethus
Sun Jan 07, 2024 11:21 pm
Forum: General discussion
Topic: That feeling when you overwrote a save
Replies: 13
Views: 1722

Re: That feeling when you overwrote a save

it looks like there already is some kind of mechanism to prevent you from overwriting a saved game:
factorio save.png
factorio save.png (45.16 KiB) Viewed 1102 times
by nethus
Sun Dec 31, 2023 12:46 pm
Forum: Gameplay Help
Topic: Power poles not connecting between blueprints
Replies: 5
Views: 618

Re: Power poles not connecting between blueprints

I think there's a maximum of 5 connections per power pole. If the power poles on the corners of your blueprint have a diagonal connection inwards your blueprint, besides horizontal and vertical connections, you'll exceed that limit.
by nethus
Tue Nov 21, 2023 11:44 pm
Forum: Technical Help
Topic: Unexpected error occurred at game start
Replies: 3
Views: 516

Re: Unexpected error occurred at game start

thanks for the help. I'm somewhat confused, as 12GB should be plenty according to the system requirements. But I'll check my memory usage next time the game crashes.
by nethus
Sun Nov 19, 2023 1:16 am
Forum: Technical Help
Topic: Unexpected error occurred at game start
Replies: 3
Views: 516

Unexpected error occurred at game start

Hi I recently started playing factorio. Love it, but unfortunately about 1 in 4 game launches results in a crash ('Unexpected error occured at game start). So far I'm not able to pinpoint the trigger for this error. It happened as well when Factorio was restarting to sync mods, after 1h of single pl...

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