Search found 166 matches

by SkiCarver
Thu May 09, 2019 2:26 pm
Forum: Resolved Problems and Bugs
Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Replies: 4
Views: 896

Re: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.

Hi, I have not had the issue since the update you mentioned .... and I use / copy / paste a lot of circuits. feel free to close this 'ticket'.
by SkiCarver
Thu May 09, 2019 2:20 pm
Forum: Ideas and Suggestions
Topic: Infinite radar range research is a must now.
Replies: 39
Views: 10160

Re: Infinite radar range research is a must now.

I too like the idea of improving the radars via research.

Perhaps give people the option "Scan x tiles around base", so they can set how far out they wish to go (tech progression permitting). This will ease the growth in cpu load due to discovered area.
by SkiCarver
Thu May 02, 2019 4:52 pm
Forum: Ideas and Suggestions
Topic: Achievement suggestions - Back to the future
Replies: 0
Views: 542

Achievement suggestions - Back to the future

A couple of achievement suggestions based on the "Back to the Future" film; "Bye bye McFly" - Produce 1.21 jigga-watts of power "Retour vers le futur" - Produce 2.21 gigawatts of power The Frence version of the film changed the power requirement because it made the dubb...
by SkiCarver
Thu May 02, 2019 4:40 pm
Forum: Outdated/Not implemented
Topic: Suggestion to change Whitelist/Blacklist terms
Replies: 57
Views: 16669

Re: Suggestion to change Whitelist/Blacklist terms

Please do not give in to the SJW "cry-bully" tactics. There is nothing wrong with the terms whitelist or blacklist .... these are terms in common use in the english language outside of the computer world. That a small group are soooo fixated on race that they see race EVERYWHERE is a patho...
by SkiCarver
Tue Apr 30, 2019 9:45 am
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 15027

Re: [0.15.2] Recipes not set on assembling mach. from blueprints

[Koub] Merged into older topic with same suggestion. Also the devs' answer within this topic : https://forums.factorio.com/viewtopic.php?p=276416#p276416 Thanks for merging Koub. I did search but didnt find .... anyway, I don't understand the dev's answer on this. As others have pointed out, you ca...
by SkiCarver
Tue Apr 30, 2019 7:02 am
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 15027

Suggestion - Blueprint behaviour when recipe not available

Hi Devs, wonderful, beautify, glorious devs ..... and funny ... lets not forget funny ... I have a suggestion. When placing a blueprint, the assemblers for which the recipe is not yet available show a 'not available' symbol in the blueprint,. but when the blueprint is placed, the assembler loses its...
by SkiCarver
Sat Apr 27, 2019 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.34] KoS online stress test- game crash when connecting
Replies: 4
Views: 1697

[0.17.34] KoS online stress test- game crash when connecting

When connecting to KoS online game, having been in the game previously, the game crashed.
by SkiCarver
Sat Apr 27, 2019 4:57 am
Forum: Balancing
Topic: Later science should be much harder to process
Replies: 11
Views: 5120

Re: Later science should be much harder to process

Hi Blue, My suggestion is not to require more science packs, but simply that processing them takes longer and uses MUCH more energy. I don't want to force the player to have to build red science, them more red science, then more red science ..... as once you have built the factory it is just bluepri...
by SkiCarver
Fri Apr 26, 2019 12:56 pm
Forum: Balancing
Topic: Later science should be much harder to process
Replies: 11
Views: 5120

Re: Later science should be much harder to process

I agree that it happens to an extent, but as you noted, the tech advances mitigate much of that. What I propose is somewhere in the region of an order of magnitude (or at least very significant) decrease in processing speed and a MASSIVE increase in power requirement ... it forces you to build more ...
by SkiCarver
Thu Apr 25, 2019 11:46 am
Forum: Ideas and Suggestions
Topic: Create pollution mitigation tech - greenhouse and zoo
Replies: 0
Views: 486

Create pollution mitigation tech - greenhouse and zoo

I suggest that some technologies that allow us to choose to emphasise pollution reduction as a strategy would be useful. Perhaps a greenhouse covering 10x10 area containing protected trees - these could be used to build a barrier around our factories to reduce the pollution leaking out to the biters...
by SkiCarver
Thu Apr 25, 2019 11:39 am
Forum: Balancing
Topic: Later science should be much harder to process
Replies: 11
Views: 5120

Later science should be much harder to process

I suggest that for balancing, as the technologies progress they should be much harder to process, so that, as time goes on 1 science pack per second requires more and more labs to process. I also suggest that the power requirement for later science should be MUCH greater. When processing any given t...
by SkiCarver
Thu Apr 25, 2019 11:18 am
Forum: Ideas and Suggestions
Topic: Recycling/waste dispotal suggestion
Replies: 4
Views: 1304

Landfill - Allow obsolete items conversion to landfill

I suggest that we should be able to process old tech into landfill .... so old furnaces/ burner inserters/ burner mining drill, boilers (anything that becomes obsolete) can be processed to landfill. This could, depending on preference, be extended to any item. if you have built too many reactors ......
by SkiCarver
Wed Apr 17, 2019 2:41 pm
Forum: Not a bug
Topic: [0.17.31] Underground belt placement causes existing belts to disappear
Replies: 10
Views: 2695

Re: [0.17.31] Underground belt placement causes existing belts to disappear

If it is taking the inserters as well as the belt, then you have an issue, but as others have noted, if it is taking the belt only, it is intended behaviour. I remember playing prior to that behaviour being implemented ... and it is a great QoL improvement. I think OP meant the inserters actually o...
by SkiCarver
Wed Apr 17, 2019 5:05 am
Forum: Not a bug
Topic: [0.17.31] Underground belt placement causes existing belts to disappear
Replies: 10
Views: 2695

Re: [0.17.31] Underground belt placement causes existing belts to disappear

If it is taking the inserters as well as the belt, then you have an issue, but as others have noted, if it is taking the belt only, it is intended behaviour. I remember playing prior to that behaviour being implemented ... and it is a great QoL improvement.
by SkiCarver
Wed Apr 17, 2019 3:11 am
Forum: Resolved Problems and Bugs
Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Replies: 4
Views: 896

Re: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.

Loaded the game again. the autosave occured after the accidental removal of the combinators. if i load the save and leave it to run, it will, after a short time, crash with the same error. I do not need to try and copy the objects again.
by SkiCarver
Wed Apr 17, 2019 3:00 am
Forum: Resolved Problems and Bugs
Topic: Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.
Replies: 4
Views: 896

Crash - Error EntityGhost.cpp:555: onConnectionRevived error, the requested ghost isn't connected.

Game crash. Went to copy (ctrl+c and drag) some combinators but accidentally used RMB instead of LMB. this picked up the combinators. Used ctrl+z to put the combinators back (three of them). Prior to the ghost combinators being placed by the robots, I went to copy the objects again and after draggin...
by SkiCarver
Tue Apr 16, 2019 4:23 am
Forum: Ideas and Suggestions
Topic: All machines to have circuit network control
Replies: 6
Views: 1994

Re: All machines to have circuit network control

Actually, this is a kind of meta-suggestion regrouping many others individually suggestiong more things readable by circuits. I have seen such suggestion for : - radars - assembling machines, and their production - turrets - and many others. The issue is that there has to be some enumeration at som...
by SkiCarver
Mon Apr 15, 2019 11:55 pm
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 50
Views: 19727

Re: Blueprint Edit - Ability to Zoom In/Out

Agreed with the request for a zoom ... and also the ability to edit, even if that ability is limited (add/remove objects but without actual processing in the machines)
by SkiCarver
Mon Apr 15, 2019 7:44 pm
Forum: Ideas and Suggestions
Topic: Suggestion - Station content assignment and filter
Replies: 3
Views: 948

Suggestion - Station content assignment and filter

Create the means to assign items to train stations (e.g. this is an Iron Ore station) and allow for the filtering of the station list in the Locomotive GUI according to item type. This will allow a user, when creating a train route, to filter the list of stations to those of the required item type. ...

Go to advanced search