Search found 346 matches

by Squelch
Mon Feb 08, 2021 6:12 pm
Forum: Not a bug
Topic: [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Replies: 8
Views: 3006

Re: [1.1.5] Inserter sets stack size from the wrong tick when unloading train

I have just been looking into this deeper, and find I have to retract my previous assertions. The hand stack size signal does not latch when the enable signal is applied, so therefore must be present for the start of the swing. If it is removed before the inserter swing begins, as is the case in the...
by Squelch
Mon Feb 08, 2021 4:28 pm
Forum: Not a bug
Topic: [1.1.5] Inserter sets stack size from the wrong tick when unloading train
Replies: 8
Views: 3006

Re: [1.1.5] Inserter sets stack size from the wrong tick when unloading train

This issue has, in some way, answered a problem that I have run into where I wanted to place a precise amount of items from a cargo wagon. I always ended up with more items than I had instructed the inserters to to place. Having been distracted by something else, I eventually abandoned the idea and ...
by Squelch
Mon Jan 18, 2021 5:39 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336046

Re: pY Alien Life - Discussion

I see it now.

Biological sample != Bio-sample

It is easy to confuse bio sample as an abbreviated biological sample.
by Squelch
Mon Jan 18, 2021 4:46 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336046

Re: pY Alien Life - Discussion

pyanodon wrote: Mon Jan 18, 2021 4:18 pm Wrong. Use Aougs to make bonemeal. FNEI or other recipe explorer is recommended to avoid this.
Aougs do produce bonemeal, but as I said. To produce or research Aougs, cDNA is required, and that is dependent on bonemeal. There is no other means of producing bonemeal.
by Squelch
Mon Jan 18, 2021 3:54 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 890
Views: 336046

Re: pY Alien Life - Discussion

There seems to be a blocked technology path in the last couple of releases that prevents progressing to Logistics Science. Poor Alien sample is required which requires Biological sample. Biological sample requires bone meal. Bone meal cannot be produced without researching creatures with bones. Crea...
by Squelch
Thu Dec 24, 2020 8:58 pm
Forum: PyMods
Topic: Locked technology, can't progress
Replies: 3
Views: 2294

Re: Locked technology, can't progress

Hmm, yes, Raw Nexelit can be obtained from tailings dust using an evaporator. I misunderstood and overlooked that turning raw into plates wasn't available to you. This appears to be a bug in the technology matrix and the three Py mods you are using. It looks like pyrawores mod will remove the requir...
by Squelch
Thu Dec 24, 2020 3:39 pm
Forum: PyMods
Topic: Locked technology, can't progress
Replies: 3
Views: 2294

Re: Locked technology, can't progress

Nexelit can be obtained from Tailings dust.

Logistics science will bring the required technologies

These are merely hints without spoiling things too much. If you need more details please ask?
by Squelch
Mon Dec 21, 2020 11:40 pm
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 7759

Re: Mods updatable on startup

Thg new-ish "Continue" button, while convenient, does not give us nearly enough information when it comes to what impact updates might have. We only get to learn about them once the map has been, or was attempted to be loaded. If, on the other hand, we use the load game interface, mods in ...
by Squelch
Sun Dec 20, 2020 4:02 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 4066

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

The task queue cap has been known about for some time for sure. However, I'm not sure that the order of operations and priorities are that widely understood. Breaking base development into smaller chunks seems sensible, but for new players - maybe some veteran players, the rationale is not exactly t...
by Squelch
Fri Dec 18, 2020 1:32 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 4066

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Interesting. I feel a scenario coming on to test this out. Bots are hard to monitor, and I've always wondered why sometimes they don't appear to be doing what I had hoped them to do, and this new revelation might explain why. The alerts are definitely capped, but I have been under the impression tha...
by Squelch
Thu Dec 17, 2020 12:56 pm
Forum: Ideas and Suggestions
Topic: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Replies: 12
Views: 4066

Re: Change ordering of drone repairs when large numbers of buildings are damaged/destroyed

Perhaps some clarification is needed here? When the OP refers to a separate logistics network, is this actually the case? ie when viewed from the map with logistics network overlay active, are they are separate islands? I haven't noticed this, but if separate logistics networks are included in the &...
by Squelch
Tue Dec 15, 2020 7:02 pm
Forum: General discussion
Topic: New development team member? Welcome Lou
Replies: 2
Views: 2007

New development team member? Welcome Lou

Hello all,
I just noticed a new purple name, but couldn't find any news or announcements for Lou

Please join me in welcoming Lou, and hope that they have a happy and productive tenure at Wube.
by Squelch
Tue Dec 15, 2020 1:38 pm
Forum: PyMods
Topic: Do you update your modpack ?
Replies: 7
Views: 3337

Re: Do you update your modpack ?

Not the only fool. Yes it is rather annoying to have recipes and buildings change so leaving parts of the factory not working. Pyanodon suite is still being actively developed, which is great, and breaking changes are inevitable, but unfortunately, these breaking changes are not always entered into ...
by Squelch
Tue Dec 15, 2020 1:15 pm
Forum: Technical Help
Topic: Is there a quick button for updating active mod to newest version?
Replies: 4
Views: 1902

Re: Is there a quick button for updating active mod to newest version?

Which version of Factorio are you running? There are two branches. The Stable release which is currently 1.0.0 and the experimental branch currently 1.1.6. Space Exploration's latest is Version: 0.5.23 Date: 13. 12. 2020 and is compatible with Factorio 1.1.x. The SE version that appears to be compat...
by Squelch
Tue Dec 15, 2020 3:13 am
Forum: Gameplay Help
Topic: Train not moving
Replies: 7
Views: 2972

Re: Train not moving

Disabled stations still appear to have a penalty of 2000 each where they are not destinations. That gives the top branch a total penalty of 4000 compared to 3000 of the lower branch with the single enabled stop with a train in auto but without a valid destination (CyanEnd is disabled) The lower path...
by Squelch
Tue Dec 15, 2020 2:16 am
Forum: Technical Help
Topic: Is there a quick button for updating active mod to newest version?
Replies: 4
Views: 1902

Re: Is there a quick button for updating active mod to newest version?

There are two ways: First, you can update all mods from the Mod menu -> Updates to keep everything current for when you need them. Second, and what I think you are asking for, Single Player -> Load Game -> Select your save -> Sync mods with save. At the bottom of the list you'll find any of the acti...
by Squelch
Tue Dec 15, 2020 1:52 am
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 8410

Re: Create module request when placing ghost over existing building

Wait, what exactly is the exception again? Either way you're placing down entities then setting them up (or finding existing ones) before ctrl+C or BPing. Your method also suggests modules are replaceable in which case there is no exception. I don't quite follow the reasoning in either of the two c...
by Squelch
Tue Dec 15, 2020 1:00 am
Forum: Questions, reviews and ratings
Topic: help with a mod
Replies: 4
Views: 2151

Re: help with a mod

You're quite welcome :) If you are interested in modding Factorio, there are a number of resources that might help. Factorio mods are written in LUA script with a few modifications unique to the game engine. You can find some excellent LUA tutorials that will be a good jumping off point here Overvie...
by Squelch
Sat Dec 12, 2020 6:35 pm
Forum: Questions, reviews and ratings
Topic: help with a mod
Replies: 4
Views: 2151

Re: help with a mod

Hey guys I really need help with a mod called high power solar https://mods.factorio.com/mod/High%20Power%20Solar I have taken the liberty of fixing up that mod for use with 1.1.x under the MIT licence for you. There are some irregularities within it that I'm not clear why they are there (sounds), ...
by Squelch
Sat Dec 12, 2020 6:17 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 8410

Re: Create module request when placing ghost over existing building

MEOWMI wrote: Sat Dec 12, 2020 5:50 pm It's actually similar if you want to update entity settings remotely... most commonly for me, changing circuit conditions or splitters. Very cumbersome to do remotely.
That does work with the temporary blueprint method above. It is just modules that are the exception.

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