Search found 12 matches

by MrNukealizer
Wed Nov 20, 2024 12:58 pm
Forum: Resolved for the next release
Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Replies: 48
Views: 2168

Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working

Lakes = any area which doesn't have roboport coverage. The internal rule is that a robot is not allowed to pick the same roboport for charging twice if it didn't complete any tasks during that time. If such roboport is still considered to be the best candidate, the robot will search the whole netwo...
by MrNukealizer
Wed Nov 20, 2024 11:16 am
Forum: Resolved for the next release
Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
Replies: 11
Views: 1109

Re: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.

After it will work like this: Wall has 350 health Medium asteroid hits wall wanting to do 100 damage Wall takes 33~ damage due to resistances Asteroid records "33 damage was used to damage the wall" but it didn't die so it used all 100 damage and reduces its remaining damage to 0 and dies...
by MrNukealizer
Wed Nov 20, 2024 10:42 am
Forum: Pending
Topic: Objects forget their pipe orientation when copy pasted without an active recipe.
Replies: 3
Views: 112

Re: Objects forget their pipe orientation when copy pasted without an active recipe.

Does it still happen when the machine is connected to a circuit and set to set recipes? I reported the same thing a while back in https://forums.factorio.com/118463 and there should've been a fix for this specific case in 2.0.17 (and it seemed to work in my brief testing but I didn't test it thoroug...
by MrNukealizer
Sun Nov 17, 2024 1:56 am
Forum: Assigned
Topic: [GFX] [2.0.19] New copper wire icon has bad contrast when used in tips&tricks
Replies: 4
Views: 327

Re: [GFX] [2.0.19] New copper wire icon has bad contrast when used in tips&tricks

To add onto that, it's very strange that copper wire doesn't look anything like copper. I can understand if it's intentionally not copper-colored so colorblind people can more easily tell it apart from red and green wires, but there should at least be some middle ground where it's somewhat coppery a...
by MrNukealizer
Fri Nov 15, 2024 12:36 am
Forum: Duplicates
Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
Replies: 4
Views: 297

Re: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids

Yes, that did cover about half of what I was talking about. I mentioned that the behavior is mainly a problem when the recipe changes due to circuit control or as a blueprint parameter. 2.0.17 fixed it for circuits and it seems to work fine with blueprint parameters as of some other update since I l...
by MrNukealizer
Wed Nov 13, 2024 1:04 am
Forum: Releases
Topic: Version 2.0.17
Replies: 25
Views: 9401

Re: Version 2.0.17

Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. (https://forums.factorio.com/121041) Oof, that's annoying. I was hoping decider combinators would get that behavior since it's way more convenient. I'd much rather toggle the other color when setting up a co...
by MrNukealizer
Mon Nov 11, 2024 10:32 pm
Forum: Minor issues
Topic: [2.0.15] Heat Pipe Temperature bug
Replies: 8
Views: 353

Re: [2.0.15] Heat Pipe Temperature bug

What part of this behavior do you think is a bug? To me it looks like there's a 1° minimum temperature difference to transfer heat, which means the heating tower needs to be above 512° before all the heat exchangers in the screenshot can exceed 500° and make steam. Under load it will need an even hi...
by MrNukealizer
Thu Nov 07, 2024 2:45 am
Forum: Ideas and Suggestions
Topic: Ability to read recipe craft time from crafting machines
Replies: 4
Views: 262

Re: Ability to read recipe craft time from crafting machines

I'd also like some way to get recipe time. It would probably make more sense for the selector combinator to have that as a mode like stack size and rocket capacity than for the machine itself to output it, but either way. In addition to multiplying requested ingredients by the number of times a reci...
by MrNukealizer
Sat Nov 02, 2024 5:49 am
Forum: Ideas and Suggestions
Topic: Put autosaves in the same folder as the last related manual save
Replies: 0
Views: 82

Put autosaves in the same folder as the last related manual save

TL;DR Autosaves should go in the same folder as the last manual save or the save the game was loaded from. What? It's easy to make a folder for manual saves, and that's great for grouping all the saves related to a certain world, session, modpack, etc. The problem is that autosaves always go in the...
by MrNukealizer
Sat Nov 02, 2024 5:11 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 143
Views: 9622

Re: Ability to craft lower quality with higher quality

+1 for this. The inability to use higher quality ingredients in place of lower quality or normal versions makes dealing with quality annoying if you're trying to make ingredients by any method other than recycling. Shoving excess in storage or recycling/destroying it feels wasteful and not quite rig...
by MrNukealizer
Tue Oct 29, 2024 9:02 pm
Forum: Duplicates
Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
Replies: 4
Views: 297

[2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids

The problem: When blueprinting or copying an Assembling Machine 2 or 3, Foundry, or Electromagnetic Plant, whether the rotation of fluid connections is copied or not depends on the selected recipe. If it has no recipe selected or a recipe that doesn't involve fluids, the rotation isn't copied. If i...
by MrNukealizer
Mon Apr 06, 2020 1:32 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 57775

Re: [0.18] Please post bugs and balance issues here.

The Metals, Chemicals and Intermediates mod has an issue where it breaks several other mods any time the modlist changes (including when any mod or Factorio itself updates). The effects I've personally seen are long reach mods having their effects reset, the Creative Mode crafting category disappear...

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