Search found 102 matches

by ichVII
Wed Nov 20, 2024 2:19 pm
Forum: Resolved for the next release
Topic: Bugs. The remains of destroyed buildings do not disappear
Replies: 9
Views: 587

Re: Bugs. The remains of destroyed buildings do not disappear

Only if you count space age as a mod. Attached is a demo save for the first paragraph. There are gun turret remnants covered by belts and a mix of other entitites. But the remnatns below it still exist and are not removed on placing entities over it, unless you cover the 2x2 square with a single ent...
by ichVII
Wed Nov 20, 2024 12:12 pm
Forum: Ideas and Suggestions
Topic: Remnant removal
Replies: 1
Views: 93

Remnant removal

To remove a remnant, you currently need to place a single entity on the entire remnant. If you cover a remnant completely with belts, for example, the remnant stays. This makes it very annoying to remove remnants.
by ichVII
Wed Nov 20, 2024 12:07 pm
Forum: Resolved for the next release
Topic: Bugs. The remains of destroyed buildings do not disappear
Replies: 9
Views: 587

Re: Bugs. The remains of destroyed buildings do not disappear

Each Remnant is only removed, if you place a single entity over all of it. If you place for example belts or assemblers perfectly covering an entire area and then deconstruct them again, there are still remnants left after you remove it. Killing a demolisher creates remnants of every building build ...
by ichVII
Thu May 23, 2024 10:32 pm
Forum: Not a bug
Topic: Stone starter patch is inaccessible on the seed 1095719276
Replies: 2
Views: 749

Re: Stone starter patch is inaccessible on the seed 1095719276

If you really want to play on that map, the game does offer you a map editor with the command /editor . You can use that to build a path towards that stone patch. Furthermore, you can still place miners on that patch and use boxes or underground belts to move stone from the patch to your inventory/ ...
by ichVII
Fri May 10, 2024 8:56 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 24190

Re: Friday Facts #410 - Rocket turret & Target priorities

Oh come ooooon! Give us a manual artillery control via circuit network! X, Y and FIRE! That is already possible with mods. It is just not possible to order a specfic turret to shoot a specific target, but getting the next best artillery to shoot at position X, Y via circuit signal is possible. Sadl...
by ichVII
Wed Mar 06, 2024 10:54 am
Forum: Outdated/Not implemented
Topic: Constant combinator pulse
Replies: 2
Views: 556

Re: Constant combinator pulse

The feature you asked for is implemented in the mod https://mods.factorio.com/mod/pushbutton
by ichVII
Sun Jan 28, 2024 7:52 am
Forum: Modding help
Topic: Deinit?
Replies: 3
Views: 514

Re: Deinit?

No. When the game opens a save file with a mod (lets call it modA), that the game doesnt run, the game has no access to modA. It should, however, be possible to have the init file of a different mod (modB), which is active, detect if modA is not active and if so, delete certain stuff, which modA cre...
by ichVII
Thu Jan 18, 2024 12:46 am
Forum: Implemented in 2.0
Topic: Flip using F and G whith in-hand entities
Replies: 7
Views: 1623

Re: Flip using F and G whith in-hand entities

I am not sure if there was ever a confirmation of that, but the ability to mirror the outputs and inputs of chemplants and refineries has been discussed as a possible future feature. Thus, for some entities, especially already placed chem plants, flipping and double rotating may do two different thi...
by ichVII
Sun Mar 05, 2023 9:44 pm
Forum: Ideas and Suggestions
Topic: Let Tanks Flamethrower linger on ground like the hand held
Replies: 3
Views: 906

Re: Let Tanks Flamethrower linger on ground like the hand held

But where is the fun in not starting massive uncontrolled fires?
by ichVII
Wed Jan 25, 2023 1:13 pm
Forum: Modding help
Topic: [SOLVED][Help] Lock item
Replies: 7
Views: 1697

Re: [Help] Lock item

Is the recipe called "electronic-stone-funrace" or "electric-stone-furnace"? There seems to be inconsitency between previous posts in this thread.

I think Hornwizter misspelled the recipe and with the right spelling it should work.
by ichVII
Thu Sep 15, 2022 9:00 am
Forum: Modding help
Topic: [Solved] Skip intro but retain the crashsite
Replies: 10
Views: 2111

Re: Skip intro but retain the crashsite

Ok, I do not know how RNG is calculated. If it just depends on the game tick, that would be fine. But if saving as a scenario and then loading changes the RNG, this would be an issue. The amount of coal/stone dropped from coal rocks is a very important number for the first 5mins.
by ichVII
Thu Sep 15, 2022 12:40 am
Forum: Modding help
Topic: [Solved] Skip intro but retain the crashsite
Replies: 10
Views: 2111

Re: Skip intro but retain the crashsite

If your TAS is set seed anyway, you could just save the game and export as a scenario after you manually skipped the intro. This scenario would then be the startpoint of your TAS. The issue with that is how to count the final time (do the few seconds during cut scence skip count) and if it did not c...
by ichVII
Thu Sep 15, 2022 12:31 am
Forum: General discussion
Topic: Factorio confessions
Replies: 34
Views: 12077

Re: Factorio confessions

It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.
by ichVII
Tue Sep 13, 2022 8:41 pm
Forum: Ideas and Suggestions
Topic: Bots that are aware of their charge level and plan accordingly.
Replies: 42
Views: 9498

Re: Bots that are aware of their charge level and plan accordingly.

There is one problem I see with this suggestion. Say you have a poorly planned logistic network with a huge hole inside. Then, the bot which want to do a job at the other side of the hole leaves a roboport, calculates its recharging spot, realizes the closest recharge point is the roboport it just d...
by ichVII
Tue Sep 13, 2022 8:25 pm
Forum: Multiplayer
Topic: Looking for players for MP
Replies: 4
Views: 2570

Re: Looking for players for MP

I just wanted to mention that there is a factorio discord https://discord.gg/factorio. It is very active and has a channel for searching for people to do multiplayer. You might want to look there
by ichVII
Sun Sep 11, 2022 2:33 pm
Forum: This Forum
Topic: My topics keep getting :trashbin:ed
Replies: 17
Views: 4047

Re: My topics keep getting :trashbin:ed

There is this post viewtopic.php?f=7&t=3638

It says how you should write bug reports. If your posts did not cover the required information, that may be a reason to delete these posts.
by ichVII
Tue Sep 06, 2022 8:46 pm
Forum: Not a bug
Topic: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction
Replies: 5
Views: 2336

Re: Rail planner when used in ghost mode directly ignore rocks/trees/cliffs but does not mark them for deconstruction

I strongly disagree with the "not a bug" assessment. When you place an item or ghost of any other entity and something is in the way, you at least get an on-screen message saying that something is in the way. When you place rails with rails in inventory, it just doesn't allow you to place ...
by ichVII
Fri Jul 08, 2022 6:43 am
Forum: Not a bug
Topic: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue
Replies: 3
Views: 1196

Re: [1.1.61] Coal Liquefaction Heavy Oil Productivity issue

This is not a bug. The productivity bonus only apllies to the net produced amount, which in this case, means the output heavy oil minus the input heavy oil. It used to work the way you described, but that was insanely broken, particular with the kovarex enrichment process. (40 to 41 u235 and you wou...
by ichVII
Sun Feb 28, 2021 1:54 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 8730

Re: Combination of Crafting and Logistics Menu

Your assumptions may be true for vanilla, but just arent for mods. Bobs+angels regulary has more then 5 recipes that can output one item. Hiding all of these in some submenu that looks really awful to use is a bad plan. If you want to be technical and list all recipes having this item as part of the...
by ichVII
Sun Feb 28, 2021 1:45 am
Forum: Gameplay Help
Topic: Blueprint flipping not working at all
Replies: 8
Views: 3971

Re: Blueprint flipping not working at all

Thats not how it works. You have to press f or g while you are holding it in your cursor and are about to place it. This is how the feature works.

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