Search found 16 matches

by troonie
Sat Sep 30, 2023 11:10 am
Forum: Duplicates
Topic: Autosave interval based on realtime vs on game clock
Replies: 1
Views: 290

Autosave interval based on realtime vs on game clock

Hello! As of now when I accelerate time x64 with the editor mode, autosave triggers 64 times more often too, which can become annoying.

Is it possible to autosave based on real time clock?
by troonie
Sat Sep 30, 2023 11:06 am
Forum: Not a bug
Topic: Color legend unclear on graphs
Replies: 1
Views: 323

Color legend unclear on graphs

Looking at the electricity production graph on the image attached, the purple turbine's graph is plotted with yellow. Yet it's share is too small for the bar below it to show that the yellow graph corresponds to the purple turbine. It's problematic when there are a few of such power sources. Can you...
by troonie
Mon Jun 28, 2021 5:08 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] "Enable non-blocking saving" is not working when restarting multiplayer game with "continue" button
Replies: 2
Views: 4633

[Oxyd] "Enable non-blocking saving" is not working when restarting multiplayer game with "continue" button

linux, factorio 1.1.33

Subj. When I host a game by pushing "Continue" button in the main menu, this option is not activated (unlike all the other multiplayer options that I configured when creating a multiplayer game last time), and the save process blocks the game.
by troonie
Fri Jun 04, 2021 11:11 pm
Forum: Resolved Problems and Bugs
Topic: Armor equipment is lost when using the armor as an ingredient in crafting
Replies: 2
Views: 1404

Armor equipment is lost when using the armor as an ingredient in crafting

With Space Exploration mod installed, armor recipes are tweaked so a next tier armor uses a previous tier armor as an ingredient. E.g, Power Armor MK1 is crafted from Modular Armor. After such craft, equipment previously installed in the Modular Armor grid is lost. It would be better to have it put ...
by troonie
Fri Jun 04, 2021 11:07 pm
Forum: Won't fix.
Topic: Unicode search is case-sensitive
Replies: 3
Views: 2558

Unicode search is case-sensitive

When searching through technology tree with Russian localization turned on in settings, the search is case-sensitive, which it probably shouldn't be.

Latin alphabet search is already case-insensitive.
by troonie
Tue Sep 10, 2019 2:29 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
Replies: 5
Views: 3386

Re: [0.17.68] multiple simultaneous achievements notification sound is too loud

+1 Oh yes. Recently started an old version to test something which killed my achievement data (and there was not achievements-backup.dat). I was "greeted" with a quite unplesantly loud literal explosion of achievements upon loading my first savegame. @OP: Your achievements not being prope...
by troonie
Tue Sep 10, 2019 2:05 am
Forum: Ideas and Suggestions
Topic: [0.17] Reorganize Research Queue
Replies: 41
Views: 11633

Research queue easy change of order

It would be great to be able to move around tech nodes in research queue easier than remove-and-restart-the-one-that-should-go-last.
by troonie
Tue Sep 10, 2019 1:43 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
Replies: 5
Views: 3386

[Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud

Whenever i start factorio and load my save file, it appears that it was not aware of any achievements got so far (I play with mods - that might be a reason). What also happens is that it triggers a lot of the achievements at once (e.g. N circuits per hour, train path planned, ~8 total at this point ...
by troonie
Sat Jul 15, 2017 8:28 am
Forum: Balancing
Topic: Land Mines in 0.15
Replies: 14
Views: 6838

Re: Land Mines in 0.15

https://wiki.factorio.com/Land_mine However, if a biter notices the player placing a land mine, they will quickly destroy it without causing an explosion. I also noticed that it takes a couple seconds for a mine to borrow before activating. In my test biters tended to destroy it before it could borr...
by troonie
Fri Jul 14, 2017 5:35 pm
Forum: Balancing
Topic: Marathon balance: splitters vs assembly machines
Replies: 2
Views: 1843

Re: Marathon balance: splitters vs assembly machines

According to the wiki, unless I am misreading it, both entities take the same amount of plates (50) to construct in expensive mode, just that splitters use 10 more iron. Thanks for the info, this makes much more sense for me now Yeah, they are both 50 plates; 25/25 for splitter, 35/15 for assembly ...
by troonie
Fri Jul 14, 2017 6:26 am
Forum: Balancing
Topic: Marathon balance: splitters vs assembly machines
Replies: 2
Views: 1843

Marathon balance: splitters vs assembly machines

Currently a tier 1 splitter is crafted with 5 electronic circuits, and tier 1 assembly machine is crafted with just 3 of them, with a much cheaper recipe overall. This leads to really counter-intuitive and unrealistic decisions to put extra assembly machine instead of splitting belt network where th...
by troonie
Sat Jul 30, 2016 4:26 pm
Forum: Not a bug
Topic: Renamed train station doesn't get updated on the map view
Replies: 2
Views: 1266

Re: Renamed train station doesn't get updated on the map view

That's how the entire map works. The map doesn't update unless you're in range of that area. That's just counter-intuitive. I realize that the map is not continuously being updated, but when you change an object instantaneously, you should be able to update your map also. The station being renamed ...
by troonie
Sat Jul 30, 2016 3:02 pm
Forum: Not a bug
Topic: Renamed train station doesn't get updated on the map view
Replies: 2
Views: 1266

Renamed train station doesn't get updated on the map view

If I rename a train station that is on the edge of my screen, it gets renamed; but on the map, the old name is shown until I come near enough for the map to be updated.
by troonie
Sat Jul 23, 2016 8:10 am
Forum: Resolved Problems and Bugs
Topic: [0.13.10/Linux] Crash when crafting
Replies: 32
Views: 16386

Re: [0.13.10] Headless server crash when crafting

Oxyd wrote:Okay, thanks for the reports. It's fixed in 0.13.11.
When is it coming? Can I safely revert to 0.13.9?I've already overwritten my save files
by troonie
Thu Apr 21, 2016 4:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97836

Re: [MOD 0.12.x] Smarter Circuitry

I don't think the actuators work on trains. In the example save game in 0.12.29 the actuators don't seem to have any effect on the train in the middle. Looking at the circuits what I think is supposed to be happening is the train holds until it loads 200 ore, then moves on, then holds until it unlo...
by troonie
Thu Apr 21, 2016 4:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97836

Re: Suggestion: [MOD 0.12.x] Smarter Circuitry

Lukea153 wrote:I have a suggestion, can you add a Signal Delayer which waits a specified number of ticks?
You can build signal delayer with a few combinators

viewtopic.php?f=18&t=23639

Go to advanced search