Search found 17 matches
- Tue Oct 22, 2024 11:18 pm
- Forum: Not a bug
- Topic: [2.0.9] Quality modules in big drills can delete items when outputting to a belt
- Replies: 1
- Views: 226
[2.0.9] Quality modules in big drills can delete items when outputting to a belt
Placing quality modules in big drills can sometimes cause produced items to be deleted. The quality ores that would have been produced are still logged in the production statistics, but no item is actually placed on belts. Outputting to a chest does not have this issue. This testing setup was run fo...
- Sat Jun 13, 2020 6:41 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83333
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Do the less strict mixing rules mean the new fluid system could be a possibility again? I'm still looking forward to the day that flow rate properties will be reintroduced.
- Fri Apr 24, 2020 8:19 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 28290
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.
Perhaps the pathfinding changes could be enabled for biters on death worlds? Considering that the whole point of the mode is to increase the challenge of the biters, it would make sense for them to be a bit smarter. That also mitigates some of the UPS concerns since the majority of the players who a...
- Wed Mar 11, 2020 7:31 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: Development and Discussion
I propose to add higher tiers of Electric Boiler. Steam is in high demand in petrochem, all buldings has tiers and accept speed modules, but boilers remain the same. Adding module slots to boiler also would be nice. I am not so sure how this will work in factorio, that would just result in a boiler...
- Thu Mar 05, 2020 7:41 pm
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 16
- Views: 4948
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
If you compile as not-a-console-application Factorio won't attach itself to your program when you launch it. For now I'll look into making my program work as a GUI program. Not looking forward to refactoring my code, but also excited to make it finally work. However, it still seems like this is not...
- Thu Mar 05, 2020 2:24 am
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 16
- Views: 4948
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
Is your program compiled as a console application? So, Factorio sees it as a console and attaches to it? Yes, my program is compiled as a console app. I'm not familiar enough with the inner workings of Windows to know whether or not that's exactly the right description of the behavior, but it certa...
- Tue Mar 03, 2020 5:39 pm
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 16
- Views: 4948
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
Can confirm that redirection of stdin doesn't work in that scenario. I've been writing a wrapper in C# that uses the Process.Start() method to launch the server, which is the standard way of starting a child process. However, attempting to programmatically write to stdin results in the exact behavio...
- Thu Feb 27, 2020 3:52 am
- Forum: Won't fix.
- Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
- Replies: 16
- Views: 4948
Re: [0.17.68] Server started from cmd has broken input stream (Windows)
How am I supposed to send input to a factorio server on Windown when it ignores stdin and instead opt hijack the input stream of the console belonging to the process group it's associated with? Edit: Programatically speaking that is. Like from a process manager for factorio servers. I'd like to kno...
- Mon Feb 10, 2020 8:46 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: Development and Discussion
The graphics updates are on the to-do list, angel has kindly given some of us access to the original Cinema 4d drawings, so that we can update them, but that will be far from a quick process. If you want to experience nodules, they were part of the pre-0.16 version of angels and was the only way to...
- Mon Feb 10, 2020 2:02 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: Development and Discussion
Is there any possibility of getting higher resolution building graphics at some point? I love the art style of Angel's mods, but over time it's been looking more and more out of place next to base game content. Also, is there any comprehensive history of Angel's mods? The changelogs for some of the ...
- Sun Jul 21, 2019 7:13 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 243402
Re: Friday Facts #304 - Small bugs; Big changes
The way I see it, the problem with oil isn't that it's hard to balance, but that the need for that balance and the methods of handling it are presented poorly. Currently, the player receives three new fluids from the refinery and likely wants to find something to do with them. However, unless a new ...
- Fri Mar 08, 2019 5:52 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 32738
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
What're the strangest crashes you've seen so far? It's always interesting to read about things like in FFF235 and one time someone managed to give themselves a stack of blueprints. If you're seeing any crashes about multiple players in the NPE, that's probably from me and my friends. We definitely m...
- Sun Mar 03, 2019 8:19 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 213284
Re: [0.17.x] Bob's Mods: General Discussion
I was going to do this, but I forgot. I had also removed all the limits before this was first suggested to me, so I have no idea what the limits used to be unless I compare against 0.16. but it can be done. Well, doing diffs between random versions is something developers do all the time :). the on...
- Fri Feb 22, 2019 6:21 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 171364
- Thu Feb 21, 2019 6:32 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575384
Re: Development and Discussion
From having looked through the mod files, it looks like the cupric chain is eventually intended to also yield platinum once the components in the industries mod are finished. It always felt a little lopsided with only the ferric chain yielding a unique ore. Those recipes don't seem to have changed f...
- Tue Jan 29, 2019 10:06 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363560
Re: [0.16.x] Bob's Mods: General Discussion
Where is this density value in the prototypes? I'd be interested in using that for a mod I've been working on, but I can't seem to find any reference to a property like that.
- Fri Jan 11, 2019 6:36 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 47811
Re: Friday Facts #277 - GUI progress update
Even though a GUI update may seem "minor" to players, it's actually a big deal from a coding perspective. Every single tick the game has to run the code to render the GUIs. Since the updated GUIs run on a new and improved system, the existing GUI code can't be used to render them. And unti...