Agree on this, this was very useful to post deal with griefers and just ctrl + z anything they did.
Would be really nice to implement the edge case to be able to swap with players again that are offline (/banned) while in remote view.
Search found 15 matches
- Sun Mar 23, 2025 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Cant swap player with player in remote view
- Replies: 5
- Views: 775
- Sat Nov 16, 2024 7:42 pm
- Forum: Duplicates
- Topic: [2.0.19] Steam condensation recipe can not be supplied fast enough with steam
- Replies: 8
- Views: 2730
[2.0.19] Steam condensation recipe can not be supplied fast enough with steam
Hello,
apparently the steam condensation recipe in the chemnical plant is not being filled up with steam fast enough, even without any quality and just t2 speed modules (4.45 crafting speed chem plant).
11-16-2024, 20-39-38.png
The chemical plant next to it producing steam is fully backed up ...
apparently the steam condensation recipe in the chemnical plant is not being filled up with steam fast enough, even without any quality and just t2 speed modules (4.45 crafting speed chem plant).
11-16-2024, 20-39-38.png
The chemical plant next to it producing steam is fully backed up ...
- Fri Aug 30, 2024 1:26 pm
- Forum: Duplicates
- Topic: [1.1.110] Copy & Pasting / Blueprinting turns UG Belt
- Replies: 1
- Views: 441
[1.1.110] Copy & Pasting / Blueprinting turns UG Belt
Hello,
when blueprinting or copy and pasting a single underground belt that is next to a pair of underground belts, the belt direction of the single underground belt is sometimes turned by 180Β°.
Steps to reproduce:
- Place a single UG belt next to a pair of UG belts loaded by a splitter (See ...
when blueprinting or copy and pasting a single underground belt that is next to a pair of underground belts, the belt direction of the single underground belt is sometimes turned by 180Β°.
Steps to reproduce:
- Place a single UG belt next to a pair of UG belts loaded by a splitter (See ...
- Thu Dec 28, 2023 11:21 am
- Forum: Not a bug
- Topic: [1.1.101] load() returns nil after updating from 1.1.100 to 1.1.101
- Replies: 1
- Views: 649
[1.1.101] load() returns nil after updating from 1.1.100 to 1.1.101
After updating from 1.1.100 to 1.1.101 the behavior of load() seems to have changed / broken.
The mods i maintain use string.dump() and load() to copy functions, this worked until 1.1.100.
After updating to 1.1.101 load() just returns nil if fed with a string.dump( " Any function " ).
Example ...
The mods i maintain use string.dump() and load() to copy functions, this worked until 1.1.100.
After updating to 1.1.101 load() just returns nil if fed with a string.dump( " Any function " ).
Example ...
- Wed Jun 01, 2022 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Just stumbled on this behaviour too.
Thanks for the report. Looking into this I don't think there's anything broken here. When the count in the output slot + the amount the recipe produces exceeds the stack size of the item it's counted as "output is full". In this case you simply need to ...
- Tue Feb 15, 2022 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
The fix to this (aside from not modding recipes in this fashion) would be to allow sleeping assemblers to still accept input ingredients, but I'm not sure the reasoning behind disallowing it in the first place, so I don't know if this could potentially cause other issues by changing that.
That ...
- Mon Feb 14, 2022 4:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
This can be seen pretty well on recipes that could potentially fill a belt:
Recipe in screenshot 1 has a crafting time of 10s and outputs 300 items. With a T3 assembler (1.25 speed) this should output 37.5 items / second and therefor easily fill a red belt with fast enough inserters.
Due to it not ...
Recipe in screenshot 1 has a crafting time of 10s and outputs 300 items. With a T3 assembler (1.25 speed) this should output 37.5 items / second and therefor easily fill a red belt with fast enough inserters.
Due to it not ...
- Mon Feb 14, 2022 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
That partially makes sense.
The point where it gets problematic is that the input is not loded when the output slot gets cleared.
Input inserters stop until the output is cleared completely.
This results in a downtime of the assembler between unloading the last item and loading the empty input ...
The point where it gets problematic is that the input is not loded when the output slot gets cleared.
Input inserters stop until the output is cleared completely.
This results in a downtime of the assembler between unloading the last item and loading the empty input ...
- Fri Feb 11, 2022 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
Another behaviour i noiticed with furnaces is that the input inserters go on "Waiting for space in destination" while the furnace is on "No ingredients". This happens about every 3-4 crafting cycles with recipes that have a result amount >= item stacksize.
Not sure if this is related to the issue ...
Not sure if this is related to the issue ...
- Sun Jan 30, 2022 1:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 11920
[1.1.53] "Output Full" calculations break with result amounts > item stacksize
Hello,
the logic determining whether the output of an assembling machine is full or not seems to break with result amounts that are greater than the stacksize of that item.
This results in the assembling machine stopping until the output slot is emptied completely. At the same time the machine ...
the logic determining whether the output of an assembling machine is full or not seems to break with result amounts that are greater than the stacksize of that item.
This results in the assembling machine stopping until the output slot is emptied completely. At the same time the machine ...
- Tue Jun 22, 2021 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.34] Assembler output blocked on % output recipes
- Replies: 3
- Views: 3617
Re: [Rseding91] [1.1.34] Assembler output blocked on % output recipes
Heres a save with the required mods to reproduce it (and creative mod for testing purposes).
Already built a small setup, southern omnitractor with a "normal" recipe, northern omnitractor with a "trouble" recipe.
Already built a small setup, southern omnitractor with a "normal" recipe, northern omnitractor with a "trouble" recipe.
- Sun Jun 13, 2021 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.34] Assembler output blocked on % output recipes
- Replies: 3
- Views: 3617
[Rseding91] [1.1.34] Assembler output blocked on % output recipes
Hi,
someone reported to me that their assemblers with certain recipes are output blocked half of the time.
I tracked it down to an issue with recipes that have a % chance of outputs are handeled strangely for the "Output blocked" calculation.
I have 2 recipes with each 12 items in and 12 items out ...
someone reported to me that their assemblers with certain recipes are output blocked half of the time.
I tracked it down to an issue with recipes that have a % chance of outputs are handeled strangely for the "Output blocked" calculation.
I have 2 recipes with each 12 items in and 12 items out ...
- Fri Apr 09, 2021 5:43 pm
- Forum: Modding interface requests
- Topic: Allow roboport energy_source = "burner"
- Replies: 0
- Views: 796
Allow roboport energy_source = "burner"
Currently roboport type entities are limited to energy_source = "electric" or "void" which means burner type roboport entities are not possible without any hacky workarounds. (https://wiki.factorio.com/Prototype/Roboport#energy_source)
Allowing "burner" as energy_source would make this a lot easier ...
Allowing "burner" as energy_source would make this a lot easier ...
- Thu Jan 14, 2021 12:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.9] Factorio Crashing with 1.0.0 blueprint-storage
- Replies: 1
- Views: 820
[1.1.9] Factorio Crashing with 1.0.0 blueprint-storage
Hi
Im unable to load up any of my 1.0 save games or creating a new game with my 1.0 blueprint storage.
Everytime i load up/create a new game i crash with: Error CircuitConnector.cpp:655: neighbour != nullptr was not true
1.0 works fine with the attached blueprint-storage.dat savegame. After ...
Im unable to load up any of my 1.0 save games or creating a new game with my 1.0 blueprint storage.
Everytime i load up/create a new game i crash with: Error CircuitConnector.cpp:655: neighbour != nullptr was not true
1.0 works fine with the attached blueprint-storage.dat savegame. After ...
- Sun Aug 05, 2018 8:44 am
- Forum: Mod portal Discussion
- Topic: Spammer reposted ALL messages in the mod discussion area
- Replies: 6
- Views: 3293
Re: Spammer reposted ALL messages in the mod discussion area
I got the same problem
It would be nice if we could delete postings on the mod portal discussions, atm you can only delete the whole discussion which is suboptimal since he replied to everything.
A "report" function or banning certain users out of your mod portal discussion could be helpful aswell.
It would be nice if we could delete postings on the mod portal discussions, atm you can only delete the whole discussion which is suboptimal since he replied to everything.
A "report" function or banning certain users out of your mod portal discussion could be helpful aswell.