Search found 356 matches

by PyroFire
Mon Apr 20, 2020 11:54 am
Forum: Not a bug
Topic: [0.17.79] Adding mods to an existing save - research issue
Replies: 1
Views: 812

[0.17.79] Adding mods to an existing save - research issue

This was first reported on discord for Circuitissimo: https://mods.factorio.com/mod/circuitchips The mod adds additional recipe/items to the circuit network technology, and when the mod was added to a save that already had the circuit network researched, the mods items weren't automatically unlocked...
by PyroFire
Thu Apr 16, 2020 6:30 am
Forum: Ideas and Suggestions
Topic: Multiple Conditions + If \ Else function+ for Logic Networks
Replies: 8
Views: 5593

Re: Multiple Conditions + If \ Else function+ for Logic Networks

Back to topic. I get your point. "Micromanaging" combinator logic "feels small" at the current state of advancement in the game. But there are several ingame ways to handle this "properly". Maybe you want to try the advanced combinator Mod ? Circuitissimo might be an i...
by PyroFire
Wed Apr 15, 2020 1:02 pm
Forum: Implemented mod requests
Topic: Ability to create out-of-world LuaItemStacks.
Replies: 14
Views: 4948

Re: Ability to create out-of-world LuaItemStacks.

What's wrong with just using a table, and re-applying the values you need on an as-needed basis?
by PyroFire
Wed Apr 15, 2020 12:16 pm
Forum: Ideas and Suggestions
Topic: Multiple Conditions + If \ Else function+ for Logic Networks
Replies: 8
Views: 5593

Re: Multiple Conditions + If \ Else function+ for Logic Networks

Factory Overlord wrote: ↑
Sun Apr 12, 2020 1:49 pm
True or False only works for a Basic Binary System for a local network
Excuse me?
Only basic binary?

*Ahem*

Bullsh*t.
Factory Overlord wrote: ↑
Sun Apr 12, 2020 1:49 pm
But when I want to connect multiple inputs to make a decision it gets tricky.
That never stopped anyone before.
by PyroFire
Wed Apr 15, 2020 11:56 am
Forum: Ideas and Suggestions
Topic: Why can't I put fish back into the water?
Replies: 18
Views: 5591

Re: Why can't I put fish back into the water?

Fish die when they're taken out of water.
That's why.


You monster.







for real though you could do this with a mod really easily.
by PyroFire
Wed Apr 15, 2020 11:52 am
Forum: Gameplay Help
Topic: Confizzled why my plastics factory stopped
Replies: 9
Views: 1968

Re: Confizzled why my plastics factory stopped

DJQuad wrote: ↑
Tue Apr 14, 2020 3:06 pm
I've checked all of the pipes and they seem to be fine.
Bottom line, your pipes are not fine.
Check them again.
by PyroFire
Fri Apr 10, 2020 9:49 am
Forum: Ideas and Suggestions
Topic: Have "ctrl+r" open a new logistic request
Replies: 4
Views: 1254

Re: Have "ctrl+r" open a new logistic request

ctrl+r make TEMPORARY logistic request.

Maybe put it in the crafting queue as a special item so can manage & cancel etc - the queue doesn't get much use that late in the game.
by PyroFire
Thu Apr 09, 2020 8:47 am
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23696

Re: Strike/Ban system linked to account

A system for players to report grievers on their public/open servers, after enough strikes from multiple servers, grievers will be prohibited from joining any public/open online sessions for X period of time. ANY public sessions? ... no. Let's say i run a pvp server designed for grievers to roam. S...
by PyroFire
Thu Apr 09, 2020 8:40 am
Forum: Fan Art
Topic: Hand drawing of factorio!
Replies: 4
Views: 4780

Re: Hand drawing of factorio!

very cool! nice drawing
by PyroFire
Thu Apr 09, 2020 8:37 am
Forum: Modding help
Topic: [Q] Is it possible to output 2 Solid Items?
Replies: 6
Views: 1815

Re: [Q] Is it possible to output 2 Solid Items?

I don't understand your question, but the answer is effectively a yes, it is possible.

Anything else?

p.s. this belongs in mod making forum.
by PyroFire
Thu Apr 09, 2020 8:36 am
Forum: Ideas and Suggestions
Topic: Emoji keyboard entry for icon names
Replies: 4
Views: 2363

Re: Emoji keyboard entry for icon names

Shouldn't be too hard to make a mod that does this in a popup menu.
by PyroFire
Thu Apr 09, 2020 8:34 am
Forum: Gameplay Help
Topic: personal roboport SLOW RESPONSE when fixing vehicles and other stuff.(v0.17.79)
Replies: 30
Views: 7847

Re: personal roboport BUGGED ! won't fix cars or tanks.. (v0.17.79)

From what i see right here is a slow response from them a really SLOOOOOW RESPOND...... I take it you mean, they'll repair the car eventually .. but it takes a while to detect that repairs are needed. afaik this is working as intended, particularly if your map is very large and you have a lot of ro...
by PyroFire
Thu Apr 09, 2020 3:52 am
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 3871

Re: "Drag-placing" power poles should ignore already built ones

5thHorseman wrote: ↑
Thu Apr 09, 2020 2:10 am
factorio_powerpole.jpg
Ok that's just weird, this game is always evolving.
Well the more you know i guess.

Image
by PyroFire
Thu Apr 09, 2020 1:21 am
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 3871

Re: "Drag-placing" power poles should ignore already built ones

I don't see any posts from wube so, This has been discussed in the past and if memory serves, this won't be done due to some technical reasons on how the pole dragging works. But it would be really nice if it could be. Oh well. And there's clearly some extra functionality built in where they'll guar...
by PyroFire
Thu Apr 09, 2020 1:12 am
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 29
Views: 9471

Re: [0.17+] Randotorio

Silfir wrote: ↑
Wed Apr 08, 2020 7:50 pm
Is the logic designed to only ensure a path to the rocket, or to ensure you can unlock every technology?
The logic is designed so you can (ideally) unlock every technology and craft every recipe, one way or another.
by PyroFire
Wed Apr 08, 2020 4:28 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19676

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

... for some players ... Can we get ... The only reason I want ... I support this too. grumble inducing? yes. This is what mods are for, and in this case it's one line. data.raw["electric-pole"]["big-electric-pole"].wire_reach=32 Someone feel free to turn this into a mod if it d...
by PyroFire
Wed Apr 08, 2020 4:11 pm
Forum: Mods
Topic: [0.17+] Randotorio
Replies: 29
Views: 9471

Re: [0.17+] Randotorio

I suspect there simply isn't a "Do I have access to the building to craft this" check in the code. Nice find with how ingredients for "furnaceable recipes" can't be duplicates. This seems like something that should actually prevent factorio from passing the data stage validation...
by PyroFire
Wed Apr 08, 2020 3:43 pm
Forum: Not a bug
Topic: [0.18.17] Different Smeltables with the same ingredients
Replies: 1
Views: 844

[0.18.17] Different Smeltables with the same ingredients

Found through Randotorio. https://forums.factorio.com/viewtopic.php?p=486916#p486916 Different Smeltables with the same ingredients creates a conflict where one of the recipes can't be used because there is no way to select a furnaces recipe like you can an assembler. E.g. if iron plates and copper ...

Go to advanced search