Search found 13 matches

by ZorbaTHut
Fri Dec 06, 2024 5:50 am
Forum: Duplicates
Topic: [2.0.23] Unexpected belt build behavior
Replies: 1
Views: 267

[2.0.23] Unexpected belt build behavior

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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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.
by ZorbaTHut
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 ...
by ZorbaTHut
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)

y.petremann wrote: [*]Potential fix for tooltip issue
Same crash, I'm sorry to say :/
by ZorbaTHut
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 ...
by ZorbaTHut
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 ...
by ZorbaTHut
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!

Xecutor wrote: every answer imaginable
Just what I needed! Thank you very much :)
by ZorbaTHut
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 ...

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