Search found 87 matches

by Chumfactor
Fri Jun 06, 2025 4:35 pm
Forum: Not a bug
Topic: [2.0.20] Cannot rotate a copied railgun turret in all directions
Replies: 2
Views: 784

Re: [2.0.20] Cannot rotate a copied railgun turret in all directions


Thanks for the report, I think this is not a bug. If you copy an entity, it behaves as if you made a blueprint of the entity and blueprints can't be rotated in 8 directions.


What you've described is the explaination for why it's a bug. Railgun turrets are intended to be rotated in 8 directions ...
by Chumfactor
Wed Apr 02, 2025 3:32 am
Forum: Technical Help
Topic: Can I Family Share (steam) Space Age?
Replies: 8
Views: 835

Re: Can I Family Share (steam) Space Age?


There are a couple different ways of going about this where the situation mentioned would be technically feasible... but, while Wube seems pretty laid back about it, I don't want to publicly encourage multiple people to be simultaneously playing using the same copy of the game.


Oh definitely ...
by Chumfactor
Tue Apr 01, 2025 11:09 pm
Forum: Technical Help
Topic: Can I Family Share (steam) Space Age?
Replies: 8
Views: 835

Re: Can I Family Share (steam) Space Age?


You can Family Share Factorio as well as Space Age, however , a single Steam license for the game can only be played by one player simultaneously.


Hmmm, are you certain about that? It's been several years (and we were using 1.x at the time), but we used to play on this same friend's multi ...
by Chumfactor
Tue Apr 01, 2025 4:51 pm
Forum: Technical Help
Topic: Can I Family Share (steam) Space Age?
Replies: 8
Views: 835

Can I Family Share (steam) Space Age?

I have connected my steam account to my factorio account.

I have Family-Shared Factorio (base) with my wife (she's in my Steam-Family).

I would like to Family-Share Space Age as well. Our intent is to join a friend's multiplayer server together (each on our own computer).

Is this possible?

If so ...
by Chumfactor
Wed Mar 19, 2025 5:20 pm
Forum: Gameplay Help
Topic: How can I get the distance travelled by space platform?
Replies: 4
Views: 1587

Re: How can I get the distance travelled by space platform?

I tried a "speed this tick" summnation, but it is hampered by the fact that a speed of, say, 125.47 is reported truncated, as 125, which leads to the odometer running slow.

Worse, my "clever fix" of using speed*100 (to get the fractions) doesn't work. In the above example, 125.47 * 100 = 12500 ...
by Chumfactor
Wed Mar 19, 2025 5:19 pm
Forum: Ideas and Suggestions
Topic: Add Platform distance along route (circuit value)
Replies: 6
Views: 855

Re: Add Platform distance along route (circuit value)


Can't you integrate the speed?


Sadly, no. Speed is truncated, so the odometer runs slow. That is, a speed of, say, 125.47m/s is reported as "125". If that's your steady speed, your Odo slowly loses distance over time.

Worse, it's truncated BEFORE reporting! In the above example, V [125.47 ...
by Chumfactor
Mon Mar 17, 2025 7:32 pm
Forum: Ideas and Suggestions
Topic: Add Platform distance along route (circuit value)
Replies: 6
Views: 855

Add Platform distance along route (circuit value)

I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D).

THIS post asks how to do it and THIS one is about how it was ...
by Chumfactor
Sat Mar 15, 2025 12:10 am
Forum: Implemented mod requests
Topic: Add the ability to read distance along a space route via scripting
Replies: 12
Views: 1438

Re: Add the ability to read distance along a space route via scripting

Ah yes, I misread the OP.

New request: that value (distance travelled) available to game-UI circuitry.

Similar reasons as OP (and more!), but for us non-scripting ("vanilla" ;) ) players.
by Chumfactor
Fri Mar 14, 2025 11:37 pm
Forum: Implemented mod requests
Topic: Add the ability to read distance along a space route via scripting
Replies: 12
Views: 1438

Re: Add the ability to read distance along a space route via scripting

Genhis wrote: Thu Feb 06, 2025 1:36 pm Implemented for 2.0.34.
Hmmm, not seeing distance-travelled in 2.0.41. Where should I look instead? :)
Screenshot 2025-03-14 at 4.36.50 PM.png
Screenshot 2025-03-14 at 4.36.50 PM.png (100.33 KiB) Viewed 563 times
by Chumfactor
Tue Mar 04, 2025 6:34 pm
Forum: Pending
Topic: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
Replies: 4
Views: 538

Re: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.



2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.


This sounds like you have excess power production capability on your reactor compared to your consumption , as such some of the cores must be "overflowing" with plasma, "output full" and stop working ...
by Chumfactor
Tue Mar 04, 2025 3:43 am
Forum: Gameplay Help
Topic: Platform interrupts do not fire.
Replies: 3
Views: 373

Re: [2.0.32] Platform interrupts do not fire.

Interrupts' conditions are checked when a platform is about to leave a station.

OooOOOooo!!! Well, that's not really an "interrupt" in the traditional [circuit/programming] sense...

Ok. I can reset my expectations, but now I have a feature request: REAL interrupts, with the meaning of "interrupt ...
by Chumfactor
Tue Mar 04, 2025 3:38 am
Forum: Pending
Topic: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
Replies: 4
Views: 538

[2.0.32] Fusion Reactor 2x2, only 2 get full bonus.

I have a "normal" 2x2 array of Fusion Reactors.

2 of them get the expected +200% bonus -- the diagonal upper-right/lower-left ones.

2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.

All 4 are operating and have fluid.

Pix attached.

Reactor1.png ...
by Chumfactor
Tue Mar 04, 2025 1:43 am
Forum: Gameplay Help
Topic: Platform interrupts do not fire.
Replies: 3
Views: 373

Platform interrupts do not fire.

On my outer-system platform, Fortescue, the "you've got enough Promethium chunks; go home" platform doesn't fire.

Here is a pic of the interrupt:
Platform-interrupt.png

Here is the full schedule (NOTE: I launch to Edge-Of-Solar-System manually but, again, the interrupt doesn't fire).
Platform ...
by Chumfactor
Fri Feb 07, 2025 9:47 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 542

Re: Quality of Life: Ability to search a factory/planet for modules.

Aha!

Ok, well... In Space Age, I'm rarely on the planet I want to adjust; I do almost everything remotely. In fact, if I don't drop out of map mode and zoom in, I often can't even remember what planet my "Steve" is on! (I think he's sitting around Vulcanus right now, as we recently got our first ...
by Chumfactor
Fri Feb 07, 2025 6:55 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 542

Re: Quality of Life: Ability to search a factory/planet for modules.

Sorry if I'm being dense...

( NEW BUG : this UI is difficult to discover!)

...but I'm not getting the steips I need to bring up the UI in the picture. It looks like a wonderful tool, but I don't get how to get at it. Again my apologies if I'm just missing the obvious, but can you give me a step-by ...
by Chumfactor
Fri Feb 07, 2025 4:56 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 542

Re: Quality of Life: Ability to search a factory/planet for modules.


For this case (searching for the last remaining instances of something) I use Upgrade planner .

Set up the searched modules/entities of desired and/or conditional quality.
[...snip]


Ok, so I went back to double-check this -- in my upgrade planner (2.0.32), I can't find any settings. It's just ...
by Chumfactor
Thu Feb 06, 2025 8:30 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 542

Re: Quality of Life: Ability to search a factory/planet for modules.

A nice workaround, thanks.

I still think my suggestion is a good Quality Of Life improvement; the folks at Wube often seem interested in such things. :)
by Chumfactor
Thu Feb 06, 2025 7:00 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 542

Quality of Life: Ability to search a factory/planet for modules.

Simple use case: I'd like the ability to see where I still have Efficiency Module 2-s -- of a specific quality! -- so I can replace/upgrade them.

There are, literally, dozens of similar examples: Where else do I have Speed Module 1s? Where else do I have Common Quality Module 3s? Etc.

I'd love the ...
by Chumfactor
Fri Jan 17, 2025 5:15 am
Forum: Duplicates
Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
Replies: 8
Views: 808

Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)


See also https://forums.factorio.com/viewtopic.php?p=645262#p645262 , which has a slightly simpler reproduction, and an analysis of which code is hanging (some graphics code).

It might not help in your specific situation, but running headless doesn't hang:

./factorio --verbose --start-server ...
by Chumfactor
Thu Jan 16, 2025 9:01 pm
Forum: Not a bug
Topic: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved
Replies: 3
Views: 453

Re: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved

I can see how perhaps this is low priority, but "not a bug" seems a mischaracterization.

If there's a stack size, it is reasonable to expect to make stacks of them.
If there is a rocket capacity, it is reasonable to expect to put them into rockets.

Regardless of the reason offered, this item is an ...

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