I cannot explain this one except through pictures.
12-05-2024, 23-45-23.png
12-05-2024, 23-46-03.png
12-05-2024, 23-46-38.png
Somehow trying to extend this belt by clicking and dragging causes an unrelated underground belt to be picked up, and then places a new belt at a 90 degree angle ...
Search found 13 matches
- Fri Dec 06, 2024 5:50 am
- Forum: Duplicates
- Topic: [2.0.23] Unexpected belt build behavior
- Replies: 1
- Views: 267
- Fri Dec 06, 2024 5:42 am
- Forum: Duplicates
- Topic: [2.0.23] Pentapod swarms lock up and stop moving
- Replies: 2
- Views: 497
[2.0.23] Pentapod swarms lock up and stop moving
I've got a recurring issue on Gleba where pentapod attack waves just kind of . . . halt. They're still alive, they're still ready, but they don't animate or move in any way; it looks like they're frozen. I could imagine this being reasonable outside visual range, but inside visual range it just ...
- Fri Mar 18, 2022 6:33 am
- Forum: Implemented Suggestions
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 22
- Views: 11307
Re: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
Personally I just wish it were consistent. I could get behind "you need to go there in person, or have a construction robot dispatched to change stuff for you", and I could get behind "you can do it remotely at will" - both of those sound totally legit - but it's weird that you can't do it unless ...
- Sun Jan 17, 2016 6:18 pm
- Forum: Already exists
- Topic: [Request] Conveyor introspection
- Replies: 0
- Views: 4295
[Request] Conveyor introspection
I'm trying to make a mod that gives some information about the items that are passing by on a conveyor. Unfortunately, it seems like I'm sharply limited in what I can find out about conveyor contents; at best, I can get what's basically an inventory view of the conveyor, which doesn't let me ...
- Wed Dec 16, 2015 9:57 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 364865
Re: [MOD 0.12.12] SmartTrains 0.3.7
Moderate performance concern; on my current game, SmartTrains is using 8.5% of the game performance. I don't have a complicated layout, and as I'm writing this, all the trains are just hangin' out at a station or waiting for other trains to move. It feels like 8.5% is higher than I'd expect. This ...
- Fri Dec 11, 2015 12:16 pm
- Forum: Ideas and Suggestions
- Topic: A few small construction robot improvements
- Replies: 4
- Views: 9839
A few small construction robot improvements
Here's a list of minor gripes I have with the blueprint system, all of which should be rather simple to fix.
* Shift-To-Clear for single items
When using a blueprint, you can hold the "shift" key to force placement, which automatically marks trees for removal. It's pretty handy!
When you're ...
* Shift-To-Clear for single items
When using a blueprint, you can hold the "shift" key to force placement, which automatically marks trees for removal. It's pretty handy!
When you're ...
- Sun Mar 22, 2015 5:31 am
- Forum: Minor issues
- Topic: [0.11.19] Disappearing cables (cosmetic)
- Replies: 10
- Views: 9632
Re: [0.11.19] Disappearing cables (cosmetic)
I think it's coded so that a cable is visible only if one of the pylons it's connected to are visible. I saw this first in the Test Mode mod which has modified power poles with insane range, but clearly it can happen zoomed in with large power poles as well.
- Sun Mar 22, 2015 5:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][slpwnd] Production window stats highly inaccurate
- Replies: 9
- Views: 8547
[0.11.19][slpwnd] Production window stats highly inaccurate
First, some math:
It takes 0.5s to produce Copper Cable, and you get 2 of them in output. The speed of an Assembling Machine 2 is 0.75. Therefore, the production of three Assembling Machine 2's should be 3*2/0.5*0.75*60=540 items per minute.
It takes 0.5s to produce Electronic Circuit. Two ...
It takes 0.5s to produce Copper Cable, and you get 2 of them in output. The speed of an Assembling Machine 2 is 0.75. Therefore, the production of three Assembling Machine 2's should be 3*2/0.5*0.75*60=540 items per minute.
It takes 0.5s to produce Electronic Circuit. Two ...
- Wed Mar 18, 2015 2:12 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 92531
Re: [0.11.x] Y.Petremann's mods (5 mods)
Same crash, I'm sorry to say :/y.petremann wrote: [*]Potential fix for tooltip issue
- Mon Mar 16, 2015 1:18 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 92531
Re: [0.11.x] Y.Petremann's mods (5 mods)
It's more useful for me to have the debug informations, I don't know, but if that related to tooltip, maybe it's related to localisation (only english is provided).
Not entirely convinced this will be useful, but here ya go:
1723590.167345 Info Scenario.cpp:158: Map version 0.11.18-1
1723590 ...
Not entirely convinced this will be useful, but here ya go:
1723590.167345 Info Scenario.cpp:158: Map version 0.11.18-1
1723590 ...
- Mon Mar 16, 2015 3:09 am
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 92531
Re: [0.11.x] Y.Petremann's mods (5 mods)
The Creative Mode energy sink and energy source don't seem to work properly in 0.11.18 - mousing over them in the crafting window causes an instant crash. The call stack looks like something's broken in making the tooltip. I tried disabling all my other mods and that didn't fix it, so I *think* this ...
- Wed Mar 11, 2015 10:56 am
- Forum: Modding help
- Topic: Infinite chest mod: give me some pointers please!
- Replies: 4
- Views: 5418
Re: Infinite chest mod: give me some pointers please!
Just what I needed! Thank you very muchXecutor wrote: every answer imaginable

- Wed Mar 11, 2015 5:17 am
- Forum: Modding help
- Topic: Infinite chest mod: give me some pointers please!
- Replies: 4
- Views: 5418
Infinite chest mod: give me some pointers please!
I'm working on my first Factorio mod but I'm having trouble figuring out the not-quite-basics of the modding system. So here's a pile of questions! Note that I'm happy to read existing mods in order to find answers, so if your answer is "Mod X does that" then I can probably untangle it from there ...