Search found 321 matches

by credomane
Sun May 04, 2025 2:53 am
Forum: Pending
Topic: [2.0.43] Character can exit hub and walk on space platform
Replies: 10
Views: 663

Re: [2.0.43] Character can exit hub and walk on space platform

Rseding91 wrote: Sun May 04, 2025 2:36 amThat was patched months ago.
Oh? I missed that patch note. I just assumed that is what OP did and it wasn't patched just quite yet.
by credomane
Sun May 04, 2025 2:27 am
Forum: Not a bug
Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Replies: 4
Views: 348

Re: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons

Not sure why it isn't working for you. It is working for me on Arch Linux also through steam. As a matter of fact it was driving me insane and I had to remove those particular shortcuts off my mouse 4/5 buttons.
by credomane
Sun May 04, 2025 2:21 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.
Replies: 1
Views: 854

[Genhis][2.0.47] Can't cancel train's fuel requests when NOT in map/remove view.

To reproduce:

Place a train. Open map/remote view and open the train. Set a fuel request to the train's fuel slot. Leave remote view. Get near the train with your player character and open the train. Try to cancel the fuel request. You can't. Close the train and open remote view again. Now open the ...
by credomane
Sun May 04, 2025 2:10 am
Forum: Pending
Topic: [2.0.43] Character can exit hub and walk on space platform
Replies: 10
Views: 663

Re: [2.0.43] Character can exit hub and walk on space platform


Without a way to reproduce this, I don't think there's anything we can do.


It is pretty easy. There is a short window before player is "inserted" into the space platform where you can hit the "enter/exit vehicle" key and, well, exit the rocket pod that has the player in it. Hitting the key ...
by credomane
Fri Apr 25, 2025 5:18 am
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 8
Views: 2703

Re: Radar channels

I was working on a modulation/demodulation system years ago (read: before 1.0 even) to run over my central "rail" network. My rail bps also had big electric polls that brought power along with red and green circuit wires everywhere. I just never finished my mod/demod system due to complications ...
by credomane
Fri Apr 25, 2025 4:44 am
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 439

Re: Combinator multiplexing help

Well I figured out how the other BP worked pretty quick and it was really obvious what I was doing wrong. I really should have seen it sooner. The readers/demodulators are purposely offset by ONE id from the writers/modulators so as to account for the 1-tick propagation delay. *facepalm* I was ...
by credomane
Thu Apr 24, 2025 4:35 pm
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 439

Re: Combinator multiplexing help


Sorry to ask this dumb question, but what exactly do you mean with "flickering"? Is it your clock (signal I) isn't in sync to the responses, and the values are only stable after the 3 tick delay?


I was really bad at trying to explain what is going on there. Yes, the output signals are out of ...
by credomane
Thu Apr 24, 2025 5:36 am
Forum: Gameplay Help
Topic: Combinator multiplexing help
Replies: 5
Views: 439

Combinator multiplexing help

I'm sure someone has made this before. I started working on this a long long time ago probably before even factorio 1.0 but never finished it due to issues. Then when I saw a multi-channel for radar's for 2.1 suggestion elsewhere on this forum it made me want to finish this idea.

So I got started ...
by credomane
Tue Apr 01, 2025 12:25 am
Forum: Assigned
Topic: [raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.
Replies: 0
Views: 164

[raiguard] [2.0.43] Mod Update the Dependency links are misbehaving.

With the release of Bob's mods 2.0 I went to update the mods today and start a bobmod 2.0 run.
Anyways, this is my current list of mods to update. 03-31-2025, 18-53-33.png


While playing with this bug I updated boblibrary and bobinserters already then restarted factorio. So that is why they aren't ...
by credomane
Thu Dec 12, 2024 4:42 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
Replies: 36
Views: 16044

Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time

I love that demolisher's are always active but what about some of these ideas?


1. Possible to significantly reduce the TTL on the SmokeWithTrigger when the demolisher is patrolling so there end up being far less SmokeWithTrigger to deal with in total? Theory being the demolisher is casually moving ...
by credomane
Tue Dec 10, 2024 4:11 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 29435

Re: Version 2.0.24


Quick test: 4 MB/s just now. Wube servers probably are in Europe, so am I. Maybe lines to your part of the world are congested.


Definitely them. My download got canceled few minutes ago and trying to visit factorio.com/download to try again gave me a "Heroku" error page on 3 different ISPs ...
by credomane
Tue Dec 10, 2024 4:58 am
Forum: Desyncs with mods
Topic: [2.0.24] Desync with dedicated server.
Replies: 0
Views: 435

[2.0.24] Desync with dedicated server.

So I was ctrl-clicking iron plates into some gear/green curcuit assemblers then I used WASD to move the character/camera. Immediate desync.

I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you ...
by credomane
Tue Dec 10, 2024 4:48 am
Forum: Releases
Topic: Version 2.0.24
Replies: 54
Views: 29435

Re: Version 2.0.24

Anyone else been having slow download issues from Wube's servers lately? I don't even know what sub-forum to ask in. So doing it here. Downloading mods go at a snails crawl taking several minutes to download a 12.8KB mod. Talking almost bits per second not even bytes per second it goes so slow ...
by credomane
Thu Nov 21, 2024 1:58 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan] [2.0.20] Infinity Chest lacks quality selector.
Replies: 1
Views: 1222

[StrangePan] [2.0.20] Infinity Chest lacks quality selector.

Was messing around in editor mode working on updating some of my old blueprints to be parameterized. While doing so I got distracted and wanted to test a belt layout with some quality item sorting. Plop down some infinity chests, loaders, splitter sushi "mixer". Went to setup the quality chests and ...
by credomane
Sat Nov 16, 2024 12:35 am
Forum: Resolved Problems and Bugs
Topic: [hrusa] [2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.
Replies: 1
Views: 1224

[hrusa] [2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.

I didn't have this issue in 2.0.15 and earlier since I was staying on the stable releases. Now there are 4 experimentals and I was wanting some of the new features (quickbar icons and quality buttons instead of dropdown that weren't in stable yet). Finally decided to join the experimental releases ...
by credomane
Thu Nov 14, 2024 6:39 pm
Forum: Duplicates
Topic: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age
Replies: 3
Views: 1715

Re: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age

The tooltip is slightly off from laser turret's real max energy consumption and always has been. The tooltip updates to the expected max consumption of 800kj per shot * total laser shooting speed but the *real* max consumption seems about 200kj more than that according to the power graph every time ...
by credomane
Wed Nov 13, 2024 4:26 pm
Forum: Not a bug
Topic: [2.0.15] Automatic requests from space platforms does not launch rockets automatically
Replies: 4
Views: 4045

Re: [2.0.15] Automatic requests from space platforms does not launch rockets automatically

I had the same issue but mine was because of a the group logistics. I forgot I had 3 other space platforms with the same group and 1 of them was currently over nauvis where I was also trying to load up a brand new platform.

If you hover over the request somewhere it will say what platform the ...
by credomane
Tue Nov 12, 2024 4:51 pm
Forum: Ideas and Suggestions
Topic: Signal Monitoring of thruster fuel levels and Platform hub paused state
Replies: 24
Views: 3729

Re: Signal control/monitor for improved control of platform speed


that is what i'm already doing, that makes the thrusters fill entirely while waiting at the planet and then dash right into large asteroids.


You might need more defense then. You can still try this thread out. Basically solved the efficiency problem on thrusters. Which also makes your platform ...
by credomane
Mon Nov 11, 2024 7:16 pm
Forum: Ideas and Suggestions
Topic: Add space platform deconstruction animation.
Replies: 4
Views: 496

Add space platform deconstruction animation.

I tried the forum search but it wasn't yielding anything relevant and I find it hard to believe no one else has suggested it yet. Probably using the wrong words and/or the wrong order.


We have this cool construction animation for construction on platforms. Why not play it in reverse for ...

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