Search found 346 matches

by Squelch
Mon Sep 28, 2020 8:10 am
Forum: Gameplay Help
Topic: Water Pump
Replies: 4
Views: 1442

Re: Water Pump

See this answer in a recent question on the same subject.
viewtopic.php?p=513847#p513847
by Squelch
Fri Sep 25, 2020 1:13 pm
Forum: Modding help
Topic: How to get proper name of item, recipe etc?
Replies: 4
Views: 5246

Re: How to get proper name of item, recipe etc?

It seems like only few people know about this but if you hover over an entity, technology or item you can press ctrl-shift-F and a window with the prototype properties will open. Wow! Count me among those as un-enlightened.... until now. It even has wiki links so we can look up the meanings. To who...
by Squelch
Fri Sep 25, 2020 10:43 am
Forum: Implemented Suggestions
Topic: Player Request Confirmation Not Needed
Replies: 22
Views: 5875

Re: Player Request Confirmation Not Needed

However this might be addressed, I sincerely request that the same behaviour is also consistently applied across the whole UI. It is nice that filters are not immediately applied while changing values, and we need to apply/accept the new value before leaving. This behaviour is now universal. Escape ...
by Squelch
Fri Sep 25, 2020 10:20 am
Forum: Gameplay Help
Topic: Unable to build pipes on water but on land
Replies: 2
Views: 2361

Re: Unable to build pipes on water but on land

There are two pumps. One is in the Logistics category, and is named Electric Pump. This can only be built on land. Electric Pump.PNG The other is in the Production category, and is named Offshore Pump. This can only be built on the water shoreline. Offshore Pump.PNG This is a common mistake new play...
by Squelch
Thu Sep 24, 2020 11:48 pm
Forum: Modding help
Topic: How to get proper name of item, recipe etc?
Replies: 4
Views: 5246

Re: How to get proper name of item, recipe etc?

This can be done with the following method: Open debug settings F4 by default Enable "Show-Debug-Info-In-Tooltips" Close Debug Settings Hover pointer over any building or entity to reveal the internal name (and much more) in the right hand panel Internal Name.PNG I hope this helps?
by Squelch
Thu Sep 24, 2020 11:19 pm
Forum: Implemented Suggestions
Topic: Option to Reset mod settings at load fail.
Replies: 19
Views: 7474

Re: Option to Reset mod settings at load fail.

Would a generic migration script work to set any given mod back to its defaults?
by Squelch
Thu Sep 24, 2020 11:05 pm
Forum: Mod portal Discussion
Topic: [Suggestion] Per-version stable/experiemental status for portal mods.
Replies: 6
Views: 2993

Re: [Suggestion] Per-version stable/experiemental status for portal mods.

Brilliant suggestion. There are quite a number of mods on the portal that could benefit from this. Experimental status at least gives players browsing the mod portal a heads up that the mod is WIP. Some players might like the challenge in testing, others will know to avoid. Mod author's sanity would...
by Squelch
Thu Sep 24, 2020 11:24 am
Forum: Videos
Topic: Tips and tricks to deal with biters [32 tips]
Replies: 2
Views: 1714

Re: Tips and tricks to deal with biters [32 tips]

Very good and funny.

I meant to look at this when you first posted, but got distracted and never actually go around to opening the tab. I'm glad this just appeared again in active topics.
by Squelch
Mon Sep 21, 2020 9:35 am
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 22
Views: 8161

Re: "Each" Signal Choice as Stack Size Control Signal

I have spent far more time trying to find a workaround for this than I'd like to admit. Set filter and set variable stack size for EACH looks viable at first, but we are denied the necessary control signal for what the inserter is inserting next. We can only check what is in hand, and that is alread...
by Squelch
Mon Sep 21, 2020 8:53 am
Forum: General discussion
Topic: Planning vs Winging it
Replies: 32
Views: 8446

Re: Planning vs Winging it

My first game was an undescribeable mess. my green circuit production: 10 assemblies feed by one belt of wires. :) And then the trains came out, barely playable, and I built a train which goes about 100 tiles. But I played it! Yeah. I usually do not read guides as it is more enjoyable to figure thi...
by Squelch
Sun Sep 20, 2020 10:08 pm
Forum: Gameplay Help
Topic: Lack of power
Replies: 4
Views: 1288

Re: Lack of power

That power graph snapshot of 5 seconds shows that you are producing as much electricity as is being consumed. There does not appear to be enough surplus to charge the accumulators. As already suggested, a longer snapshot - 10 minutes and even 10 hours will give a better understanding of how well you...
by Squelch
Sun Sep 20, 2020 9:42 pm
Forum: General discussion
Topic: Planning vs Winging it
Replies: 32
Views: 8446

Re: Planning vs Winging it

Even the best laid plans will fall by the wayside. Factorio is all about problem solving. It's true that planning is part of that, but think of those plans as an overview, and not something to try and strictly follow. As your factory grows, you may set out to build one particular part of it, but the...
by Squelch
Sun Sep 20, 2020 2:03 pm
Forum: Gameplay Help
Topic: Is it bug or just extremly bad UI/Tutorial?
Replies: 7
Views: 1657

Re: Is it bug or just extremly bad UI/Tutorial?

Nope, this situation has nothing to do with foolproofness. It just extremely stupid tutorial. Tutorial is meant for new players - and it is absolutely stupid: 1) changes gameplay - it is something, that tutorials shouldn't do at all. 2) and places ghost rails without telling you, that this is ghost...
by Squelch
Sat Sep 19, 2020 11:32 pm
Forum: Gameplay Help
Topic: Is it bug or just extremly bad UI/Tutorial?
Replies: 7
Views: 1657

Re: Is it bug or just extremly bad UI/Tutorial?

It does seem to be an oversight, and I also wouldn't go so far to say it's extremely poor. Tutorials are difficult to create for every eventual outcome without being extremely restrictive or overbearing. Test cases for tutorials are probably even harder, and consist of many "what ifs" for ...
by Squelch
Sat Sep 19, 2020 11:22 pm
Forum: Modding help
Topic: Questions about (fluid) turrets
Replies: 6
Views: 746

Re: Questions about (fluid) turrets

Or spawn a bunch of active=false biters already inside the range. (/sudo help spawn) Interesting. I was under the impression that active=false stopped all attributes on an entity, and by extension, their force designation. Also, If the turrets do react to moving entities, as posited by Pi-C, then i...
by Squelch
Sat Sep 19, 2020 10:27 pm
Forum: Modding help
Topic: Questions about (fluid) turrets
Replies: 6
Views: 746

Re: Questions about (fluid) turrets

(Just an idea: The target entities are based on simple-entity-with-force, so once they've been placed, they won't move. Could it be that turrets react when they notice that an entity or unit is moving into their attack distance?) You could try changing the force of the turrets to enemy, and use the...
by Squelch
Sat Sep 19, 2020 10:09 pm
Forum: Gameplay Help
Topic: Is it bug or just extremly bad UI/Tutorial?
Replies: 7
Views: 1657

Re: Is it bug or just extremly bad UI/Tutorial?

You do seem to be jumping ahead. The objectives give clear instructions to place the rail over the ghost rails.
Tutorial Objectives.PNG
Tutorial Objectives.PNG (59.93 KiB) Viewed 1639 times
Using shift will create new ghost rails, and the tutorial is deleting them for you (premature use). This is not normal gameplay behaviour.
by Squelch
Sat Sep 19, 2020 5:31 pm
Forum: This Forum
Topic: "Go to last post" button should be before not after nickname.
Replies: 10
Views: 3539

Re: "Go to last post" button should be before not after nickname.

Maybe to you it is "logical", maybe to me it is not. In either case it is bad interface design. "In some ways" is not an assertion, but an observation and offers an alternative view (devil's advocate). For the record, I do agree with you, perhaps I veiled it too much? :D. Anyway...
by Squelch
Sat Sep 19, 2020 4:51 pm
Forum: This Forum
Topic: "Go to last post" button should be before not after nickname.
Replies: 10
Views: 3539

Re: "Go to last post" button should be before not after nickname.

And still every day this inconsistency frustrates me. I've gotten used to it now, and I think I'd be just as frustrated by it changing after all this time. In some ways the placement is logical "LAST POST" - "by eradicator link " does scan properly. I do appreciate your observat...
by Squelch
Sat Sep 19, 2020 4:30 pm
Forum: Gameplay Help
Topic: Multiple fluid in one pipe system?
Replies: 10
Views: 2692

Re: Multiple fluid in one pipe system?

I've been doing some testing, and have found that inputs do not leak as I first thought. The new user interface for pipes is a little misleading and shows "all" fluids for any given fluid segment. This naturally includes machine inputs that are of the same fluid designation, tanks, and any...

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